Supplement Four
SOC-14 5K
GMing Classic Traveller
I didn't realize it until I read a couple of the recent threads, but there really is a dichotomy of Traveller GMs out there in the world.
Speaking in general terms, the "older" crowd, used to putting games together the MacGuyver way with nothing but some sewing thread and chewing gum, are apt to come up with a rule or decision on the spot and run with it.
I've noticed that more modern GMs are more prone to require "proof" in the form of specific, written examples that they can point to in official game supplements.
This isn't a jab at either type of GM (and, as always, I'm sure the sterotype breaks down when compared to a living, breathing individual). It's just something I've noticed recently and haven't paid any attention before.
Maybe a better way to explain this is to reference Loren K. Wiseman's "From The Management" column in JTAS #2. There, Loren creates a laser pistol for Traveller by just extrapolating from the stats of the laser carbine. He states, "The above example indicates how the Traveller rules can be used to create something not present in the rules.... With a little imagination, a little research, and a lot of thought, almost anything can be made compatible with Traveller."
Classic Traveller rules are like that. I'll refer you to the last page of Book 3 where it is stated, "Traveller is necessarily a framework describing the barest of essentials for an infinite universe.... A group involved in playing a scenario or campaign can make their adventures more elaborate, more detailed, more interesting, with the input of a great deal of imagination.... The greatest burden, of course, falls on the referee, who must create entire worlds and societies through which the players will roam."
Modern gaming, buy contrast (and in my opinion only), has lead to a breed of GMs who rely on specfic examples listed in official game guides. They're less comfortable with doing as LKW promotes in the above citation, preferring instead to refer to an "offical" laser pistol printed in a Traveller supplement. If they do "build" a laser pistol for their games, they don't use the "informed opinion" method suggested by LKW. They want a design sequence in the form of Fire, Fusion & Steel, so that their designs are as "official" as possible.
These GMs refrain from creating die rolls on the spot (as suggested in many Traveller supplements, specifically noting pgs. 28-29 of The Traveller Adventure), instead relying on structured task systems to guide their player characters' actions. And, these GMs are loathe to stray from the structured rules on any particular throw.
In short, it is my opinion that "older" GMs will fly by the seat of their pants, ad-libbing an adventure, guided by their gut, with inspiration taken from what they know of the rules.
More "modern" GMs, on the other hand, prefer to have an official, in print, hard core, one-size-fits-all system which they can use to adjudicate their games.
I've always looked at the CotI forum in two ways: As a place where Traveller fans hang out and enjoy each others' company; and as a type of internet Traveller fan magazine with columns written daily by informed (and not so informed) Traveller writers (because the info gleaned here is at least as good, and as consistent, as any Traveller fan magazine I've seen).
My thought here is to take a nod in the second direction and start a column focussing on Classic Traveller GMs ref-ing Classic Traveller games.
How do we CT GMs do it? What choices do we make? Here's a specific example--how would you handle it.
I'll pipe in with my two cents, but other GMs should not refrain from listing a dissenting opinion. There's plenty of room on this thread for all to participate.
If you've got a situation in your game, list it here. We'll all discuss it. Fire when ready.
The point of this?
I see that there are those out there who are not comfortable with the "semi-unstructured" environment that is Classic Traveller. I thought it might be valuable to start a thread where some of these issues can be discussed from different points of view.
There are I-can't-count how many versions of Traveller now, and even with all those choices, the majority of Traveller players stick with Classic Traveller.
It's a game we love. It's my favorite rpg of all time. And, if I can share my passion with another Traveller fan, then I'm game to do it.
Any and all comments are welome in this thread.
I didn't realize it until I read a couple of the recent threads, but there really is a dichotomy of Traveller GMs out there in the world.
Speaking in general terms, the "older" crowd, used to putting games together the MacGuyver way with nothing but some sewing thread and chewing gum, are apt to come up with a rule or decision on the spot and run with it.
I've noticed that more modern GMs are more prone to require "proof" in the form of specific, written examples that they can point to in official game supplements.
This isn't a jab at either type of GM (and, as always, I'm sure the sterotype breaks down when compared to a living, breathing individual). It's just something I've noticed recently and haven't paid any attention before.
Maybe a better way to explain this is to reference Loren K. Wiseman's "From The Management" column in JTAS #2. There, Loren creates a laser pistol for Traveller by just extrapolating from the stats of the laser carbine. He states, "The above example indicates how the Traveller rules can be used to create something not present in the rules.... With a little imagination, a little research, and a lot of thought, almost anything can be made compatible with Traveller."
Classic Traveller rules are like that. I'll refer you to the last page of Book 3 where it is stated, "Traveller is necessarily a framework describing the barest of essentials for an infinite universe.... A group involved in playing a scenario or campaign can make their adventures more elaborate, more detailed, more interesting, with the input of a great deal of imagination.... The greatest burden, of course, falls on the referee, who must create entire worlds and societies through which the players will roam."
Modern gaming, buy contrast (and in my opinion only), has lead to a breed of GMs who rely on specfic examples listed in official game guides. They're less comfortable with doing as LKW promotes in the above citation, preferring instead to refer to an "offical" laser pistol printed in a Traveller supplement. If they do "build" a laser pistol for their games, they don't use the "informed opinion" method suggested by LKW. They want a design sequence in the form of Fire, Fusion & Steel, so that their designs are as "official" as possible.
These GMs refrain from creating die rolls on the spot (as suggested in many Traveller supplements, specifically noting pgs. 28-29 of The Traveller Adventure), instead relying on structured task systems to guide their player characters' actions. And, these GMs are loathe to stray from the structured rules on any particular throw.
In short, it is my opinion that "older" GMs will fly by the seat of their pants, ad-libbing an adventure, guided by their gut, with inspiration taken from what they know of the rules.
More "modern" GMs, on the other hand, prefer to have an official, in print, hard core, one-size-fits-all system which they can use to adjudicate their games.
I've always looked at the CotI forum in two ways: As a place where Traveller fans hang out and enjoy each others' company; and as a type of internet Traveller fan magazine with columns written daily by informed (and not so informed) Traveller writers (because the info gleaned here is at least as good, and as consistent, as any Traveller fan magazine I've seen).
My thought here is to take a nod in the second direction and start a column focussing on Classic Traveller GMs ref-ing Classic Traveller games.
How do we CT GMs do it? What choices do we make? Here's a specific example--how would you handle it.
I'll pipe in with my two cents, but other GMs should not refrain from listing a dissenting opinion. There's plenty of room on this thread for all to participate.
If you've got a situation in your game, list it here. We'll all discuss it. Fire when ready.
The point of this?
I see that there are those out there who are not comfortable with the "semi-unstructured" environment that is Classic Traveller. I thought it might be valuable to start a thread where some of these issues can be discussed from different points of view.
There are I-can't-count how many versions of Traveller now, and even with all those choices, the majority of Traveller players stick with Classic Traveller.
It's a game we love. It's my favorite rpg of all time. And, if I can share my passion with another Traveller fan, then I'm game to do it.
Any and all comments are welome in this thread.