Yeah, I think it would be great, even without rule revision, if one of you guys could take Classic Traveller 3rd Edition you have in your head and put it on paper for the new guys on the block.
Just read the Traveller Book, page for page, cover to cover. Pay particular attention to the skill descriptions.
Do that. Post any questions that you might have in the CT forum. And, boom, you'll be rolling.
I suggest reading the skills closely, a few times, because the descriptions show you how to use the skills.
Get yourself a default throw method. I suggest Rule 68A (see my sig) and the Roll stat or lower on 2D to start off with.
Rule 68A is easy. Roll 6+, 8+, or 10+. Pick one of those. Some Refs go simpler and just use 8+ or 10+ as their go-to roll.
I typically use the Roll Stat or Lower checks for attribute only rolls.
As you read the skills, you get a feel for how to use the skill levels. You can default to +1 per level, but in some cases, experience is very important, and you'll get +2 or even +4 per level of skill.
SUMMARY.
(Roll 1D and read these in the order rolled. :rofl
1. The Traveller Book. Take the time to read the Traveller Book from cover to cover. Pay particular attention to the various throws that you come across. Notice how skill levels are used, and notice how stats are used.
Pay attention to the roll to throw blades in the combat section. Compare this to the roll to avoid a mishap in zero-G under the Vacc Suit skill. And, compare that to the roll to revive a person from low berth in the starship section. Look at the short roll for dog fighting under the Ship's Boat skill.
I also suggest that you look at the
From the Management article, by Loren Wiseman, in JTAS #2. It will give you some insight on how to create new weapons.
2. Skill Descriptions. Read the skill descriptions a few times. Get to know them. They show you how to play the game mechanically.
#1 and #2 will give you a good grounding in how to run the game.
3. Uses of Die Rolls. If you can, check out the Traveller Adventure, page 28, under
The Uses of Die Rolls. It was written by Marc Miller, and it is great insight into Classic Traveller mechanics.
4. Typical Actions. For combat, pay particular attention to the Typical Actions section and chart. Everything that a character can do is summed up in those typical actions. In a 15 second round, each character can move and act, or he can act and move. Let the player describe what he wants to do, then you break it down in your head into its simplest form by choosing the typical actions that apply. Each PC will have two parts of his action for the round. Match everybody's first part; play those out. Then play out everybody's second part. Boom, you've just conducted a
simultaneous action round. Ask questions, if you need to, about Range Bands or Typical Actions or whatever. Combat rounds in Classic Traveller are simultaneous. Every character gets to attempt his action. Wound are applied after every character has finished his actions.
5. Have a "Go-To" Mechanic. As I said above, I use two. When in doubt, I pick one of these two mechanics, and I just go with it. You can always adjust, learn, and make things better as you get experience. Do this between games. In-game, use your go-to's.
I use Rule 68A. I pick, quickly, a target number of 6+, 8+, or 10+. And, I'll pick a stat to modify the roll by +1 (I'll pick if stat is 6+, 8+, or 10+, depending on how important I think the stat is to the roll). Of course, I'll allow a skill modifier, too, if needed.
And, I use the 2D for stat or less a lot on pure attribute rolls. Want to open a stuck hatch? Roll 2D for DEX or less. I can make the roll harder or easier by going with 1D or 3D.
You may want to use, say, Flux, from T5, as your go-to. Maybe you want to use D66. Maybe you want to use the UTP. Whatever you feel most comfortable with--just have a default. You'll move away from the default as you get more experienced as a Classic Traveller Ref.
And...the game master in Traveller is called a
Referee, not a
Game Master.
6. 1-11 Spots on a Pyramid Distribution. Remember that a 2D6 roll is a pyramid distribution, with 7 average, and only 11 numbers, 2-12. A +1 modifer is a hefty mod in this game (unlike, say, in D&D when using a d20). If you're not already, become familiar with the 11 percentages of rolling each number higher or lower. If you don't know these (and that's OK), ask and I'll write them out for you. You can also find them on the net, but it's probably quicker for me to just jot them down for you. If you can get your hands on
Book 0: An Introduction to Traveller, look at Appendix IV on page 47. There's a nice chart showing the percentages for 1D-4D and for D66.
If you've got Book 0, I suggest reading the entire book, cover to cover. It's not that long (only 48 pages). There's some great advice packed into that short book for new CT Refs. There's a chapter that focuses on Refs, and a chapter that focuses on players. But, be sure to read the chapter on
Modifications closely. That chapter should be required reading for any CT Ref.