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Edging toward campaign

cym0k

SOC-12
It has been a long time coming, but now D&D is ending it is time to step up and get onboard, check the ships locker and make haste for orbit.

This coincides with a new work regime (ouch), so GM input is going to be .... limited.

Any advice on smoothing out play, prep, decision in-game, anything really are welcome. How to maximise play with the minimum of fuss.

I already have pregened characters, a ship, a startin point, a destination and a macguffin to justify the characters coming together for a journey.

Should I rely on random tables, rolled encounters and a "devil may care" approach to how everything works out? Fast and loose. It's a little daunting stepping into a new game and system.

I have already decided to minimise the rules down to simplified task/combat rolls and add in modifiers and other more .... rounded aspects of the dice mechanic until everyone is comfortable with the game. Start simples and complicate it later.

Input appreciated.
 
I have run games based on up to three rolls on the patrons table and the random persons table.

Roll 1d3 for the number of each that will pop up during a session. Either randomise the order or put them in the order you think makes the most sense. You can also use the attitudes table to pre-determine the encounter's general disposition towards the group.

Always listen to your players as they discuss stuff - they are often a lot more paranoid than you think and can often give you ideas that you can slip into the adventure.

Oh - and always start with the adventure Death Station or some variation on it.

As to rules - I only ever use roll 2d for 8+ or 12+ as target numbers these days, but I am seriously considering borrowing the MgT boon/bane dice mechanic.
 
I will sometimes take a current event, twist it, and then bring the players into the mix. Once I ran a combat game to introduce players to Traveller. Eventually they realized the building they were having combat in looked a lot like the game shop we were gaming in. :)

Years ago I took the Village of Hommlet module and ran games using that town map. Games would change but what happened in games before affected the current game. The more you know your setting, have one ot two big things going on, and cook up a small handful of interesting NPCs, the easier it is to run a game and relax.
 
I suggest reading some things in my sig. First, check out Rule 68A. Next, check out the CT Personal Combat Notes and Discussion. Finally, I'd check out the first couple of posts in the CT Throws thread.

All three of those threads are geared towards making a Ref's life easier while running a Classic Traveller game.



If you want some structure with a task system (I prefer CT's make-it-up-on-the-spot system), then the Universal Task Profile (MT's task system) is excellent. You also might try the Universal Game Mechanic (designed for CT, see my sig). Personally, I stick with the simple Rule 68A.
 
As for combat, I suggest using the system presented in Book 1.

But, you have other options.

Snapshot takes Book 1 combat and combines it with Action Points.

Azhanti High Lightning is another combat system that uses Action Points.





For starship combat, you've also got options. I suggest using the method presented in Starter Traveller. It's easily played in the imagination (no maps), or on a gird or hex map.

Starship Combat in Book 2 is fun if you've got a lot of space to play. It's a bit involved, though.

Those two sets of rules are best used for Adventure Class vessels.





Then, Mayday is a good choice if you've got various sizes of spacecraft to deal with. It can handle capital ships as well as Adventure Class.

If you want an abstract system (works great with a colorful, descriptive Ref!) for large capital ship combat, then High Guard is your game. It can handled a single capital ship, a squadron, or an entire fleet.

The Journal of the Traveller's Aid Society has a good article about using High Gaurd and Mayday together, as one system.




For large scale ground operations, there is an abstract system in Book 4. And, the system presented in Striker is for squad to platoon sized encounters--it's really meant for the players to be the commanders, or for generic combats that do not include the PCs.

Fifth Frontier War can be used to play out entire wars in a sector. You'll need to make your own Sector map (hex grid is perfect), unless you are playing in the Spinward Marches around 1105.
 
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