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Ideas for an old newbie referee

I wouldn't consider that railroading. That's preparation. :)

Cheers,

Baron Ovka

I agree.

Also note that the text is explicit that the Referee should make whatever worlds he wants without rolling. The Main World generation method is there to help as "a prod to the imagination." Coming up with one world after another that is supposed to be exotic and strange and unique can be troublesome for one mind (we will fall into habits).

The idea is to shock us into coming up with something with results that at first glance make no sense. What could justify those strange results? When the Referee falls down the rabbit hole of something strange and unexpected that he would have never otherwise have seen to make those results make sense, the Main World generation system is firing on all cylinders.

But, again, as Book 3 says, "Finally, the referee should always feel free to create worlds which have been deliberately (rather than randomly) generated."
 
Well, "railroad" in terms of preparing planets, cargos, etc ahead of time (the meat and potatos of the games so to speak), but having minimal notes on most other things.

"Railroading" is when the Ref forces the players to go certain places they don't want to do, and to do things they don't want to do, just so the "story" can play out the way the Ref wants it to.

As long as the PCs are free to choose between several pre-generated cargos, and between several pre-generated destination/"visit in passing" worlds, in order to seek the goals the players have given the PCs, then it isn't a "railroad".

The Ref is free to make some choices more appetizing than others, as long as it doesn't become a "hit them over the head with the choice I want them to make" situation. Subtly biasing the choices in the direction you want them to go is fine.
 
"Railroading" is when the Ref forces the players to go certain places they don't want to do, and to do things they don't want to do, just so the "story" can play out the way the Ref wants it to.

As long as the PCs are free to choose between several pre-generated cargos, and between several pre-generated destination/"visit in passing" worlds, in order to seek the goals the players have given the PCs, then it isn't a "railroad".

The Ref is free to make some choices more appetizing than others, as long as it doesn't become a "hit them over the head with the choice I want them to make" situation. Subtly biasing the choices in the direction you want them to go is fine.

Yeah, that makes sense. Though my players more often than not like a little leading. They rarely "don't want to go there." In my D&D I like to make it fairly "sandboxy." But then, I've run that for decades and have great confidence in being able to have fun things happen wherever the players may wander. But until I get a good study in on the rules I was going to have the first planet hop or two be "strongly" suggested by a broker NPC who has become friends with the party. Of course, I like to go with the flow with my players in any genre I run. If they said "screw it, let's go to some random planet one jump away" I'd bust out the tables and get cracking.
 
The last D&D campaign I ran, I typically had 4 different adventures ready to run, presented hooks to the players, and let them decide what to do. It required a little extra work to begin with, but when you have that many options available, the players feel like they are in control of all the action.

After the initial preparation, once they choose a path, you don't have to prepare four new adventures, most of your pre-prep is reusable. If the players get bored with the current direction, they can go back and make a different choice, and you are still prepared for it.

This concept is easily applied to Traveller. You just need adventure ideas for several of the worlds within reach of the world the players are currently on, and one or two generics that can be run anywhere.

Cheers,

Baron Ovka
 
The last D&D campaign I ran, I typically had 4 different adventures ready to run, presented hooks to the players, and let them decide what to do. It required a little extra work to begin with, but when you have that many options available, the players feel like they are in control of all the action

Backfired for me a bit when I did a sandbox setting in D&D the other year with Keep on the Borderlands. I set a couple locations of my own design around the area, and a couple great modules including Caverns of Thracia. Man, I really wanted to run them thru Thracia. But I commited to the concept of them going wherever they wanted. Gave it the strongest hook and push, but they still just wanted to go to the big, dumb, magical dungeon in the mountains.

The main thing I realized was they would not have cared if they had a choice or if I had pushed them right where I wanted them. It was really me that wanted the sandbox experience for them; they could not have cared less.
 
Traveller campaign continued…

After character gen and basic game related chatter, there was only an hour or so of game time left that first night. There was still a lot of setting info to dole out here and there, including giving them an idea of the current planet was about…

“Weber-Cornfield” – though carrying the name of a major food corporation, the planet was not completely owned by the corp. But they had so much stock in the cornfields, other interests in the few townships that served farmers and workers, and company personnel permanently stationed at the planets sole starport, they may as well own it. I also assumed the promoted the single-crop growing presence on the planet in the first place (it will come to light in the following game that the planet in former centuries had a major canine”puppy farm” operation).

With one hemisphere taken up by a shallow ocean, the other is prime for growing such a crop. Abundant sunshine, no harsh winters or winds, mostly flatlands, and only a weed and a beetle as natural enemies of the crop. And those are kept in check by the “Tri-Lobed Hare,” a native mammal to the planet who eats such beetles and weeds and leaves the corn stalks alone. Note – already having planed a wild dog hunt in the next game I was sort of winging all this, with notices that harming crops or the hares carried major fines being abundant (especially after one player declared he was going to later go on a “hare hunt”).

So besides the starport, there would be highways leading off to farming communities and the townships for hundreds of miles in all directions, for general travel but especially for trucks hauling crops to the ‘port. Townships would be town-like affairs, with the closest one to the starport having a few modesl office buildings to serve officials, corp offices, law firms, and brokerages.

So…only 20 minutes or so left in the session after all that got explored a bit. Still staying at the starport in modest accommodations, the players were approached by the captain who asked if they wanted to make quick cash. He introduced him to the CEO of a loading company. Seems his assistant (and mistress) ran off with one of his loader operators and had 22,000 creds in petty cash with them. CEO wanted three things; the money back, his assistant back, and all but the mistress dead in a discreet manner. CEO had been contacted by his assistant who had second thoughts, so he knew they were hiding in the hallow of a hill until a ship was to arrive that would get them off planet.

With no time to really play that all out, I decided to give the players a taste of combat by just assuming they found the culprits. Just lined up both sides 30 feet from each other, and let them go to town. Even though mostly not experts in weapons, the party got lucky roles and made quick work of it. Especially with Jack blasting away with his revolver skill, and Katana rushing in through the hail of gunfire to take one guy down with a mighty sword stroke. Fast and furious. Not the fairest way to set up a combat, but I usually won’t kill a character in the first game of a campaign anyway. They did good.

CEO not only paid them the modest sum he promised (plus they got to keep the rifles of the bad guys), but also offered a couple weeks use of his family vacation condo on the other side of the recreational lake from the township.

It was a nifty little game, and it was fun winging it with just a little bit of notes on the planet. It all seemed to come flowing out. The system maybe supports that, but again good players help.

Speaking of that, in our second session a couple weeks later, it was pretty much all role-play. The characters hit the township to go to CEO’s office for the condo keys, and also while there hit a gunshop (that is very restricted at the starport but more open at the townships) for some extra ammo. The condo was a blocky affair on the lake (no real frills on this planet. Everything is eco friendly and non-polluting for the sake of the harvest). But with plenty of amenities like great kitchen, patio on the water, and a wide screen TV in each room. The players really took to it. While Katana and Travellyn (remember, both distinguished naval officers) went shopping at the local food jobber, then preparing a sumptuous meal, Jack and Cassie bought poles, fishing license, and took CEO’s boat out for some nice relaxing fishing. I made a little mini game out of it, hitting 8 or better on two dice several times with mods depending on both luck and INT choice of spot. They actually had a lot of fun with such a minor thing. Great players can make fun out of anything you give them, and I was happy for that because I wasn’t really throwing any action at them this game. Still easing them into the system.

OK, next I’ll lay out what happened in session three, with more condo vacay including cocktail party, and a hunting/camping trip that gave the characters more than they bargained for…
 
Lemme guess- ANIMALS!

Re: the leading thing, don't forget to use that most underused yet unique patron to the Traveller system- the Rumor.

In my system, the less Education value you have the more you rely on word-of-mouth rather then looking things up/taking a class and therefore the undereducated are awash in a 'I heard this from a guy I know who knows somebody' and very 'successful' at picking up rumors all the time.

A simple 50/50 roll as to truth of rumor, and off we go.
 
Sorry guys, I meant to post that long play report on my own noob thread. I wondered where it went. Should I move it (if that's possible)?
 
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