creativehum
SOC-14 1K
Using only the rules from Traveller Books 1-3 and using the approaches I've worked up on my blog...
I was at a local convention a couple of months ago and decided mid-way through the day I wanted to run some Classic Traveller during one of the gaming blocks. I went to the sign up desk, grabbed one of the templates, and wrote out a quick description about hunting for treasure on a war-torn world. Then, during lunch, I set about hacking some notes together.
I've moved to index cards for my Lamentations of the Flame Princess game. I have come to prefer them for two reasons:
I got myself some index card tabs that I use to divide the cards into different categories, most of which are NPCs and Encounters divided by location. Here's an image from the cards from my Lamentations of the Flame Princess game:
I had no other Classic Traveller material with me. But luckily I have stored a ton of stuff on my blog as PDFs and images. So I pulled up my blog on my iPhone and got to work.
I grabbed some pre-made Player Characters from a file I had shared before. I transferred four Player Characters to index cards. Each player would choose one. I made them all Marines so that the Players would have easy hooks to each other. (See the cards at the top of this post.)
Normally I love having people roll up Classic Traveller characters. But I've learned that simple as the process is the first time someone does it takes a while. And I really wanted to have more time to play the adventure.
While I was working on that I was back-burnering some thoughts for the adventure.
I wanted a clear goal out of the gate. (It was a four hour convention slot after all). So there was a treasure the PCs were after. I decided we'd go in media res--the PCs would already be on the trail of the treasure and were closing in on it when the game started. This way we could just get on with it instead of spending that first hour of everyone trying to figure out if they were on the "right path" for the adventure.
So I hacked together a few facts for the Players to have before we began:
The Player Characters would be chasing down rumors of an idol that was smuggled off a world decades ago and sold for a great fortune. It became a tale told in the culture of travellers, but no one had yet found the world where it had come from.
I decided the Player Character would already know about the idol, already had competition also looking for the world to see if there were more valuable idols (Captain Brand and his crew). Further, before play began I would explain to the Players their PCs had confirmed the location of a descendent of the man who had found the first idol, were meeting with him and got map of where his grandfather had found the idols, but that Brand and his men arrived, killed their contact in a fire-fight, and escaped with the map. Thus, the race was on.
The name of the world was Pherris, and I whipped up for factions to engage the Player Characters:
House Silis were the noble house that ruled Pherris in the name of a failing, ancient empire. The Takar were an humanoid-insect race that the humans had conquered decades ago. Some Takar were loyal to the humans, but others were beginning to revolt against human rule. And then there was Captain Brand and his men.
I started up three types of Takar really fast:
I decided the idols were made by an aboriginal culture and that the properties of the crystals keep a great beast in a great cavern in a state of suspended animation:
I have already designed Classic Traveller Weapon Cards for ease of play, but didn't have them with me. But using my phone I jotted down some common weapons we'd be using during the game to have them on hand. I didn't give them to the players. I simply gave them the Throw values as needed.
I was at a local convention a couple of months ago and decided mid-way through the day I wanted to run some Classic Traveller during one of the gaming blocks. I went to the sign up desk, grabbed one of the templates, and wrote out a quick description about hunting for treasure on a war-torn world. Then, during lunch, I set about hacking some notes together.
I've moved to index cards for my Lamentations of the Flame Princess game. I have come to prefer them for two reasons:
- They make me keep my information, ideas, and descriptions short. And I've learned brief chunks of information are more practical for my RPG play. I need data I can grasp at a glance and move on. I need something brief that can inspire me for more ideas in the moment and that I can relate to the Players (via their Player Characters) through specific interactions. Lots and lots of detail means I am sitting there reading a bunch of stuff that I can't get out all at once. So for now I'm in the habit of jotting down what can fit on an index card per subject and moving on.
- I love that I can pull the cards that I need out from the index card file box, set them out in front of me for reference, and then when I am done put them back.
I got myself some index card tabs that I use to divide the cards into different categories, most of which are NPCs and Encounters divided by location. Here's an image from the cards from my Lamentations of the Flame Princess game:

I had no other Classic Traveller material with me. But luckily I have stored a ton of stuff on my blog as PDFs and images. So I pulled up my blog on my iPhone and got to work.
I grabbed some pre-made Player Characters from a file I had shared before. I transferred four Player Characters to index cards. Each player would choose one. I made them all Marines so that the Players would have easy hooks to each other. (See the cards at the top of this post.)

Normally I love having people roll up Classic Traveller characters. But I've learned that simple as the process is the first time someone does it takes a while. And I really wanted to have more time to play the adventure.
While I was working on that I was back-burnering some thoughts for the adventure.
I wanted a clear goal out of the gate. (It was a four hour convention slot after all). So there was a treasure the PCs were after. I decided we'd go in media res--the PCs would already be on the trail of the treasure and were closing in on it when the game started. This way we could just get on with it instead of spending that first hour of everyone trying to figure out if they were on the "right path" for the adventure.
So I hacked together a few facts for the Players to have before we began:

The Player Characters would be chasing down rumors of an idol that was smuggled off a world decades ago and sold for a great fortune. It became a tale told in the culture of travellers, but no one had yet found the world where it had come from.
I decided the Player Character would already know about the idol, already had competition also looking for the world to see if there were more valuable idols (Captain Brand and his crew). Further, before play began I would explain to the Players their PCs had confirmed the location of a descendent of the man who had found the first idol, were meeting with him and got map of where his grandfather had found the idols, but that Brand and his men arrived, killed their contact in a fire-fight, and escaped with the map. Thus, the race was on.
The name of the world was Pherris, and I whipped up for factions to engage the Player Characters:

House Silis were the noble house that ruled Pherris in the name of a failing, ancient empire. The Takar were an humanoid-insect race that the humans had conquered decades ago. Some Takar were loyal to the humans, but others were beginning to revolt against human rule. And then there was Captain Brand and his men.
I started up three types of Takar really fast:

I decided the idols were made by an aboriginal culture and that the properties of the crystals keep a great beast in a great cavern in a state of suspended animation:

I have already designed Classic Traveller Weapon Cards for ease of play, but didn't have them with me. But using my phone I jotted down some common weapons we'd be using during the game to have them on hand. I didn't give them to the players. I simply gave them the Throw values as needed.

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