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Hey, guys. New to Traveller. Looks like my kinda thing.

Not able to support MgT 2e. Cost is a driving factor for me in lots of things. I can get the FFE CD sets with a lot of extra stuff and filter out what I don't like.

Cepheus Engine is an option, and one I'd go for if I wanted something besides CT. What I don't care for is the constant need to buy more expensive booklets.
 
I've only been a Traveller for about seven years or so. Thus, I'm still deemed a newb. :)
I wanted to ease into the game gently, and starting with Classic Traveller was a good choice. I got the Classic Traveller CD-ROM from Far Future Enterprises and haven't looked back.
CT is a fun game and not too terribly complicated for us newbies.
Of course, if you want more gearheady, crunchy rules there are later versions that may satisfy that itch.
 
as this is a "hi, I am just starting Traveller" and covers a wide range of things, rather than derail the jump ship thread, I think this belongs here. Creativehum has asked:

"Could you talk about the differences in play for these different styles regarding this matter? What is the difference in what the players deal with and do at the table.Thanks!"

So back when I started with the LBB in the early 80s (so 2nd edition: I had the Deluxe Box with the maps and the other referee had the 3 LBB in the smaller box) we were really into the technical details. We'd roll for a lot of things: the navigator setting up the jump coordinates, the engineer in handling the jump engines. This was way before more supplements and things came out to give you a complete list of things to do pre & post jump, so we just made up our own. Those days, the players took a much more active role in defining the universe in terms of building custom ships and equipment. We used the books as I think most RPGs really intend: the starting place to make it your own game. I continued to collect (and still do) Traveller books but as that group sort of broke apart (I moved in with my girlfriend so gaming took a hit there) I just collected & read about Traveller, playing with Traveller more than actually playing Traveller. There are so many mini-games between character, world and universe creation, and all the tools to build things from guns to starships, that it really is a great solo game.

Flash forward 35+ years later or so, I find this site (woot! in modern parlance). My interest in Traveller gets rekindled, my first Kickstarter is Traveller 5, my son gets his Eagle Scout and I can now join the Monday night gaming group (a group I played with for a year or so when I got divorced from the girlfriend in college, then dropped back out when I started dating again. There is a pattern here!) I have more time on my hands, so started refereeing Traveller again (sadly none of the group want to referee, though they do GM plenty of other games so it does work out). Anyway, the current group play a large variety of RPGs, and are more in it for role playing than mechanics. So I don't worry about a lot of the space-faring rules other than a more general roll for the astrogator (if we have a player playing one) to see how close to the planet they get.

So, to (finally) answer the posed question about what players deal with at the table: when there were several Traveller aficionadas at the table, we did do a lot of rolling for a variety of tasks. Not explicitly a task chain but roles could impact decisions and later roles as well. There was still roll playing involved but the mechanics were a lot closer to the surface. Roles were both more constrained and more a factor in what people could and would do. We'd even get into more technical discussions on the rules and rolls to be made. The game was mostly role playing with a good chunk of roll playing and rules discussion.

When playing with people who are not hardcore Traveller fanatics but just have fond memories, the game is a lot more rules-light and we don't worry about the mechanics nearly as much. There is a quite a bit less rolling, and only for things that could go wrong and have bad affects. There is little discussion about the rules and mechanics, and more of the affects of character actions.

So I would like to say we play more sociably but, after almost 40 year from my first games in college, it is really hard to say as all that is viewed from jump-space colored glasses.

And finally finally, there is a link in my sig to my blog. The last game was the Big Wreck, so you could filter on that label to get a synopsis of the last game I refereed. It was more a mystery/spy thing than any direct combat. On the King Richard, no less. As mentioned in this thread - those Traveller CDs are great!
 
Thank you for the reply!

This part resonated for me...

Those days, the players took a much more active role in defining the universe in terms of building custom ships and equipment. We used the books as I think most RPGs really intend: the starting place to make it your own game.

I'm running an online OD&D game right now (using the Delving Deeper rules clone) and it is very much this, with the players helping to shape the magic and logic of the world along with me. It's been a great time.
 
I'm running an online OD&D game right now (using the Delving Deeper rules clone) and it is very much this, with the players helping to shape the magic and logic of the world along with me. It's been a great time.

Same here, for my recently completed Trav campaign. We started with a blank quadrant map and each character’s homeworld, career and term events, connections, etc etc all populated the map with locations, factions, and so forth. I filled in a few gaps with my vague over-arching conflict notes and off we went. Totally bespoke setting, none of us knew where things were going, and the players were immediately engaged in the universe. Freakin’ awesome.

We’re doing the same for our D&D 5e campaign. Good times.
 
Same here, for my recently completed Trav campaign. We started with a blank quadrant map and each character’s homeworld, career and term events, connections, etc etc all populated the map with locations, factions, and so forth. I filled in a few gaps with my vague over-arching conflict notes and off we went. Totally bespoke setting, none of us knew where things were going, and the players were immediately engaged in the universe. Freakin’ awesome.

We’re doing the same for our D&D 5e campaign. Good times.

Can you talk more about this?

How much of the quadrant was "civilized" or know to the PCs? Were there pockets that were unknown? What was the setting like?

How much did the Players get to contribute to "locations, factions, and so forth"? Did they hand ideas to you and then you ran with them. Or did they work out locations and factions in detail?

Can you give any example of details and ideas the players offered? Was there any kind of procedure for doing this?
 
Same here, for my recently completed Trav campaign. We started with a blank quadrant map and each character’s homeworld, career and term events, connections, etc etc all populated the map with locations, factions, and so forth. I filled in a few gaps with my vague over-arching conflict notes and off we went. Totally bespoke setting, none of us knew where things were going, and the players were immediately engaged in the universe. Freakin’ awesome.

We’re doing the same for our D&D 5e campaign. Good times.

I saw your original post on that and thought it brilliant. Of the group I am with I think 1 would go with that, the others are not into world building as much.

Tried the same with my Fantasy Trip universe - got a Trello board and everything and invited all to that. Sadly just the one aforementioned player added anything to the board. Though he may run a game in the same universe, so there's a chance it may work out.

That was my favorite update to Traveller: adding connections. Made bringing the characters together easier as well as giving potential plot twists later.

edit: had a bit more luck with the Corsairs game I am running. My blog has how we did do more world building together as the players defined their characters. But as this was a brand new game and new universe, perhaps no one worried about breaking anything. They came up with several things I would not have thought of and the game designer was happy to see us making this "our" game world.
 
If there's already a post covering all my questions, I'll happily take the link!

sadly the search here is a tad wonky. Forevean posted it someplace, but I cannot recall where. as I now work at home I often take a few minutes spread over the day to read and sometimes even post (not as much as a lurker as I used to be apparently). But I do like player input into world creation as it may introduce things I would never think of as well as giving them more buy-in to the world as they helped create it.

I've played games where I was afraid to do anything as the world was to meticulously planned out and I wanted to play within those worlds' constraints. Same with pre-gens: I don't want to stray from the author's concept of that character. Not so much in the last few years: finally coming to the realization that these games, once we start, are "our" games and do not need to adhere to the original design as a straightjacket, but rather as a background to play in.

So yes, having players help create the worlds we play in can be good for everyone. As noted in my blog, I never would have come up with Dwarves, Nomads and the Cossack-like clans of the northern floating islands in the Corsair game we're running. So it opened that world and the players are defining what it means to be parts of those groups. (the game itself is more steampunkish flying ship pirates, and implies just humans but one player came up with a great picture of a dwarf riding a whale, and now we have sky whales. It was the character he wanted to play & we made it work). So 3 of the 4 players did this, and I think it will make playing on "our" world better for everyone.
 
So yes, having players help create the worlds we play in can be good for everyone.

I noticed years ago that when the Players can be part of creating the setting (even if only creating details about culture and such for their own PCs, but sometimes much more, including their own goals especially) the investment and participation by the players increases many times.
 
Can you talk more about this? ...

Hey there, thanks for the interest. And thank you for your CT blog, great stuff!!

I think if I start with character generation first it will lay the groundwork for the world building. That's sort of how we did it, anyway.

First off, we were playing MgT 2e, with many books from MgT 1e available, mainly for the career and life events tables (because they're D66 rather than 2D) and the Spica Publishing career books have a lot of wonderful options. Also, after many years of playing Trav, I've developed a few simple tables of my own: birthplace and upbringing, expanded SOC levels (the Emperor is 33 (Z) for instance) and a Drifter/Draft table that can land you in a noble's personal army, or maybe as a scavenger, or maybe you get job as a grease monkey at the starport. So not as clean (some might say terse) as CT char gen, but we wanted to be surprised as we worked thru Session 0.

The players could choose any career as usual and could make up anything they liked and it went on the map - unless it was panned by the other players or myself. No one went Navy so the naval bases were "over there" back towards where "humanity originally colonized this area from" - probably there were a few recruitment offices here and there but no naval bases on the map. We didn't know what it would mean but it seemed cool. Basically one subsector was civilized, with a tenuous, subsidized route back toward the Core Worlds, the two adjacent were where the action was happening, and the final, diagonally located one was basically unexplored territory.

We had a Scout, Agent, Merchant and Scientist. So we had four birth worlds, a Scout Base, a corporate entity (I used Barracai Technum), another corporate entity (the player came up with Quasar Astronomics, specializing in sensors and nav gear) and some kind of university or research institution. A blank map is a tough space sometimes so for all those elements we threw d4+D8+d10 to place them in a given subsector. They were pretty spread out and I was nervous at first but we still had all of char gen to go.

The scientist wanted to be from an Ag world who made it good on a hi-tech world. Which was great, she placed both an Ag planet and a Hi Tech one (I would place at least one Industrial world somewhere on purpose if we didn't discover one, but we did). Her university was on the hi tech planet itself but an event mentioned travel and she said what about a companion planet? So the hi tech planet had settled its system, or at least one other body in it.

Those 1e books gave us a couple things, too. A merchant event gave an opportunity to work with pirates. I recall the Agent being sent to some kind of special training facility. The Scout uncovered a ring of spies within his branch. All this generated people and places, a sort of timeline, which we were tying together as we went.

Later, the Scout mustered out and became a Cosmonaut for a term (Spica Pub again), working at a starport. An event had him coming across an illegal arms shipment but he failed his Deception roll and gained an Enemy. That was what made it all click. Everyone mustered out at that station (which happened to be the hi tech world's starport... and off we went.

Well, not quite. Four characters, four terms each and we had a fairly well fleshed out quadrant and a handful of NPCs, all of which the PCs knew intimately. But there were some areas that still needed development when we called it quits for the session. So we had a Session 0.5 after I fleshed things out a bit, wove it all together and ran the trade lanes (yep, used the old spacelane rules - cheers!). But that was mostly email and a few phone calls and a little bit of housekeeping at the start of the first adventure session.

In terms of the over-arching setting, it was quite inspired by your essays on the universe of CT. "The Man Who Would Be King" is a favorite film of mine, and that was sort of what this was - a declining colonial area, the law is still there but weaker as you go rimward, noble houses fighting over the scraps while sleek, wealthy megacorps quietly usurp and gain real power. And we did have an outlying area where humanity never reached that was completely unexplored save for long range scans. You know, just in case ;)

Humanity at TL 11 average, TL13 max. No aliens. But the big McGuffin of course was discovering an ancient alien site. Not THE Ancients, one of my own design. But honestly the campaign didn't need it. The players were really invested and the backstory you get from char gen is full of hooks, and the little intrigues we came up, all that with was plenty of fodder for adventure. I just had it in my back pocket to keep the biggest gears slowly turning in the background, dropping a clue here and there, to help give the sense of the universe being alive.

And now we're working on the same idea for a D&D campaign. I drew up about three paragraphs to describe the basic world and my pitch and now we're populating the map based on character backstories.

I'm sure it would work in an OTU campaign as well, if you're willing to squint a little at canon. Looking at you, District 268!

Thanks again for the interest. Best sandbox I've ever run - because it was truly ours, not me just making stuff up ;)
 
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I saw your original post on that and thought it brilliant. Of the group I am with I think 1 would go with that, the others are not into world building as much.

Tried the same with my Fantasy Trip universe - got a Trello board and everything and invited all to that. Sadly just the one aforementioned player added anything to the board. Though he may run a game in the same universe, so there's a chance it may work out.

That was my favorite update to Traveller: adding connections. Made bringing the characters together easier as well as giving potential plot twists later.

edit: had a bit more luck with the Corsairs game I am running. My blog has how we did do more world building together as the players defined their characters. But as this was a brand new game and new universe, perhaps no one worried about breaking anything. They came up with several things I would not have thought of and the game designer was happy to see us making this "our" game world.

Thank you for the compliment! Every once in a while a good idea gets knocked loose and I get to run with it :rolleyes:

Agreed, the connections rule really helps tie the gang together and create a sense of esprit de corps. As a ref, for me the career events are also big, as I find them fleshing out the world in ways I hadn't thought about or expected. Thankfully our group isn't precious or picky about things, we roll pretty easily with random silliness and intense role-play, usually somewhere in between.

What is this Corsairs game you speak of? Off to go check out your blog...

Thanks again, cheers!
 
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