Poppyseed45
SOC-12
Our old campaign ended this past weekend and as the primary GM, I'm thinking on the next campaign. I've given the group two choice, one of which is Classic Traveller. I've got the Spinward Marches supplement, and I'm entranced with the thing and want to use it. I'm also planning to use the 3I, because I'm lazy and don't mind having the setting assumptions already baked in the rules.
Also, Trav strikes me as the game originally built for sandboxes, that is, you give the players a nudge in a direction or two at the start, and watch them go, with their own plans eventually becoming the focus, rather than a "plot" by the GM.
With that in mind, how do you build your Traveller campaign? How do you run it? Random Patron rolls and animal encounter tables? Overarcing plot? Assume that I'm going to run the "traders in space" campaign. How do you start such a thing? Or do you skip that and have some sort of "mission" setup? Or what?
Also, Trav strikes me as the game originally built for sandboxes, that is, you give the players a nudge in a direction or two at the start, and watch them go, with their own plans eventually becoming the focus, rather than a "plot" by the GM.
With that in mind, how do you build your Traveller campaign? How do you run it? Random Patron rolls and animal encounter tables? Overarcing plot? Assume that I'm going to run the "traders in space" campaign. How do you start such a thing? Or do you skip that and have some sort of "mission" setup? Or what?