loudriver23
SOC-10
As promised in my other thread, here's a report from my first session keeping a Traveller game.
The party consists of 3 players, plus myself, the intrepid keeper.
I decided to start off using the Tripwire campaign/scenario as it sounded like fun as I read through it.
Having not done a game report before, I'll just go over the highlights.
Things that went well:
The players all arrived on time with characters in hand ready to go.
They were enthusiastic
We made great progress in devising a logical reason for the group to be together in the first place.
The soundtrack I put together was a hit.
I believe I kept the players attention as they all seemed to be on the edge of their seats and looking for every opportunity to role-play.
I encouraged them to play in character as close to 100% of the time.
They took that and ran and started developing accents for their characters.
That in turn allowed me to do likewise for the NPC's they met.
Things that are in need of dire improvement:
I need to improve my understanding of the game mechanics, especially
Combat system
spacecraft operations
Psionics
Things I thought I had down but didn't:
Developing surrounding areas as to not railroad the players along plot lines.
I need to develop my starports better. So far the players limited themselves to the dock and didn't call me on my lack of preparation. I would however like to make it clear to them that some of the SP's are truly cities in and of themselves, and their exploration is definitely to their benefit.
While I'm not too big on using too many Red-Herring diversions, I think I should provide a few extra layers that published scenario doesn't. Perhaps some offshoot mini-adventures. Contacts that can provide other jobs for our travellers, etc...
While going through part of the scenario, I must have misread a section and had an NPC perform an activity upon re-reading it specifically said he wouldn't do..... I made a good save and had the NPC cease said action without having to tell my players... Um the last 5 minutes ... Let me start over.
In general the players all said they had fun, hopefully they weren't just being polite. I suppose I'll see if I have a difficult time scheduling a follow up night or not.
I am optimistic that with more prep-time and knowing what the holes were in this session are I can do a much better job next time.
The party consists of 3 players, plus myself, the intrepid keeper.
I decided to start off using the Tripwire campaign/scenario as it sounded like fun as I read through it.
Having not done a game report before, I'll just go over the highlights.
Things that went well:
The players all arrived on time with characters in hand ready to go.
They were enthusiastic
We made great progress in devising a logical reason for the group to be together in the first place.
The soundtrack I put together was a hit.
I believe I kept the players attention as they all seemed to be on the edge of their seats and looking for every opportunity to role-play.
I encouraged them to play in character as close to 100% of the time.
They took that and ran and started developing accents for their characters.
That in turn allowed me to do likewise for the NPC's they met.
Things that are in need of dire improvement:
I need to improve my understanding of the game mechanics, especially
Combat system
spacecraft operations
Psionics
Things I thought I had down but didn't:
Developing surrounding areas as to not railroad the players along plot lines.
I need to develop my starports better. So far the players limited themselves to the dock and didn't call me on my lack of preparation. I would however like to make it clear to them that some of the SP's are truly cities in and of themselves, and their exploration is definitely to their benefit.
While I'm not too big on using too many Red-Herring diversions, I think I should provide a few extra layers that published scenario doesn't. Perhaps some offshoot mini-adventures. Contacts that can provide other jobs for our travellers, etc...
While going through part of the scenario, I must have misread a section and had an NPC perform an activity upon re-reading it specifically said he wouldn't do..... I made a good save and had the NPC cease said action without having to tell my players... Um the last 5 minutes ... Let me start over.
In general the players all said they had fun, hopefully they weren't just being polite. I suppose I'll see if I have a difficult time scheduling a follow up night or not.
I am optimistic that with more prep-time and knowing what the holes were in this session are I can do a much better job next time.