With the new rules systems on the horizon, I'm starting a new campaign involving two players completely new to Traveller. My RPG campaigns are always thought out, with some randomn-like encounters, but always with one or two large central plots tying things togather. Not a "I have an adventure, bring whatever character your rolled up" campaign.
Campaign is to begin in 1105, enough time to introduce the characters to the game before the 5th Frontier War breaks out (which they will not know is coming).
I need help with ideas on what my first few "teaching" adventures will be. My two players are new to Traveller. Here are the ideas I want to get across in the first few adventures:
Brief History of the Imperium (could be a hand out)
Nobles (want players to eventually have a high noble contact in the SM)
Mystery of the Ancients (and the Solomani Hypothesis)
Setting up the 5th Frontier War (geography, history, Zhodani)
Major Races including differences between Humaniti
Importance of Trade on the setting
Vastness of the Imperium (and slowness of communication)
Mercs as an accepted practice in the Imperium
I would rather this information come across during adventures, not me just explaining it to the players (boring).
Not important for the first few adventures, but past experience with these players leads me to think they will eventally found a small merc unit after making enough credits from trading and general adventure.
Players will determine their own history for their characters. As a referee, I always use the first adventure to get the players togather. By tradition, all of my campaigns have begun with some sort of "meeting" adventure tied around an encounter at an inn/tavern/gambling house/bar, etc. The players know this.
The players will not be starting with a ship of their own. I want to feed the players the basics of the rules first, then let them get ahold of a starship to introduce the other half of the rules (starship economics, trade, space battles).
Any ideas, they don't need to be detailed, would be welcome. Like I said, I would like some adventures that teach the ideas I posted, teach the rules, and which lead to a long campaign verging into the 5th Frontier War breaking out.
I have a few of my own ideas, don't want to post them and stem any other creative output from fellow Traveller fans.
Campaign is to begin in 1105, enough time to introduce the characters to the game before the 5th Frontier War breaks out (which they will not know is coming).
I need help with ideas on what my first few "teaching" adventures will be. My two players are new to Traveller. Here are the ideas I want to get across in the first few adventures:
Brief History of the Imperium (could be a hand out)
Nobles (want players to eventually have a high noble contact in the SM)
Mystery of the Ancients (and the Solomani Hypothesis)
Setting up the 5th Frontier War (geography, history, Zhodani)
Major Races including differences between Humaniti
Importance of Trade on the setting
Vastness of the Imperium (and slowness of communication)
Mercs as an accepted practice in the Imperium
I would rather this information come across during adventures, not me just explaining it to the players (boring).
Not important for the first few adventures, but past experience with these players leads me to think they will eventally found a small merc unit after making enough credits from trading and general adventure.
Players will determine their own history for their characters. As a referee, I always use the first adventure to get the players togather. By tradition, all of my campaigns have begun with some sort of "meeting" adventure tied around an encounter at an inn/tavern/gambling house/bar, etc. The players know this.
The players will not be starting with a ship of their own. I want to feed the players the basics of the rules first, then let them get ahold of a starship to introduce the other half of the rules (starship economics, trade, space battles).
Any ideas, they don't need to be detailed, would be welcome. Like I said, I would like some adventures that teach the ideas I posted, teach the rules, and which lead to a long campaign verging into the 5th Frontier War breaking out.
I have a few of my own ideas, don't want to post them and stem any other creative output from fellow Traveller fans.
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