LiamKerrington
SOC-12
Hello everyone,
about one-and-a-half weeks ago two friends and I started to kick-off a new Traveller campaign. It was like a virgin giving birth to it, 'cause we were kinda spontanous when we have started.
We live in different areas and way too far away from each other; so we did not and won't play Pen'n'Paper at the table; we have played and will play with the roll20.net-platform, which btw. is kind of awesome! When we played the first session, all of us were kind of baffled and amazed, how very well this platform works. And so the "lust" to keep things going has started to become stronger and stronger.
As of now we have decided to play based on Classic Traveller/ Mongoose Traveller/ 13Mann Traveller in addition to all the web-based material available. We play in the year 1111.
The gamers pilot a Freetrader; and they have to pay a monthly loan of roughly 30k Credits. Two gamers play two characters; but we have created two more half-player, half-non-player-characters in order to cover a minimum ground of skills and talents within the crew.
The first adventure we have played was one without a fight, although there was the potential of having some bullet/beam-exchange. (And I am glad we had no fight at all, cause a) I got drunk during the session (too much delicious red whine), b) we probably would have had some trouble dealing with the rules, and c) I like games with tension and suspense having no fight at all ...) The adventure was about a freighter that was boarded by pirates. Things god messy, and the ship collided with an asteroid. Huge parts of the ship lost artificial gravity and life-support, while other parts remained in a more or less "solid". The container-sextion held some important data-material for the local tax-offices; in the passenger section of the ship a special ops commando guarded a "dangerous" and important convict. The main-engines of the ship were destroyed or devastated, and kind of a "core-breach" of sorts released poisonous gases in some parts of the ship.
Now the gamers arrived at the ship and explored it from bug to aft. Doing so they were able to understand what had happened. And at the end of the day they were the glorious rescuer of the commando and the prisoner; they also received salvage rights for this ship.
I already have plenty of ideas how to make this adventure and its outcome the entry point into a small, dirty and gritty campaign.
Now as to my question from the Title of this thread:
1) It is a long time ago that I was a regular Referee/ GM in a roleplaying game. I tend to think that I do a solid work. My spurs I earned with (A)D&D, CoC, SR 2, and some more games. With SF, especially with kinda Hard SF games like Traveller I have no experiences at all. So I wonder: Is there any advice you can give me about what to keep in mind, what things typically are "don'ts and dos"?
2) We plan to play from the beginning of the year 1111 right in the middle of the Spinward Marches. We are next to Lunion. So I wonder if there is anything special I should consider or keep in mind with that region - like local turmoil and upheavel, special pirate- or local/regional political campaigns?
3) What products except for the Corebook-Material I should consider buying?
4) If I wish to create kind of a small diary about the adventures, the background of the adventures and how the gamers performed, in what forum-subsection here on CotI I would create such a topic?
The campaign we wish to play is about a small Freetrader-crew earning Credits, paying the bills for the ship, doin' stuff that takes place in legally grey areas and stuff; this campaign is not meant to be the story of heroes or total badass pirates.
Thank you very much for any advice. Best wishes!
Liam
about one-and-a-half weeks ago two friends and I started to kick-off a new Traveller campaign. It was like a virgin giving birth to it, 'cause we were kinda spontanous when we have started.
We live in different areas and way too far away from each other; so we did not and won't play Pen'n'Paper at the table; we have played and will play with the roll20.net-platform, which btw. is kind of awesome! When we played the first session, all of us were kind of baffled and amazed, how very well this platform works. And so the "lust" to keep things going has started to become stronger and stronger.
As of now we have decided to play based on Classic Traveller/ Mongoose Traveller/ 13Mann Traveller in addition to all the web-based material available. We play in the year 1111.
The gamers pilot a Freetrader; and they have to pay a monthly loan of roughly 30k Credits. Two gamers play two characters; but we have created two more half-player, half-non-player-characters in order to cover a minimum ground of skills and talents within the crew.
The first adventure we have played was one without a fight, although there was the potential of having some bullet/beam-exchange. (And I am glad we had no fight at all, cause a) I got drunk during the session (too much delicious red whine), b) we probably would have had some trouble dealing with the rules, and c) I like games with tension and suspense having no fight at all ...) The adventure was about a freighter that was boarded by pirates. Things god messy, and the ship collided with an asteroid. Huge parts of the ship lost artificial gravity and life-support, while other parts remained in a more or less "solid". The container-sextion held some important data-material for the local tax-offices; in the passenger section of the ship a special ops commando guarded a "dangerous" and important convict. The main-engines of the ship were destroyed or devastated, and kind of a "core-breach" of sorts released poisonous gases in some parts of the ship.
Now the gamers arrived at the ship and explored it from bug to aft. Doing so they were able to understand what had happened. And at the end of the day they were the glorious rescuer of the commando and the prisoner; they also received salvage rights for this ship.
I already have plenty of ideas how to make this adventure and its outcome the entry point into a small, dirty and gritty campaign.
Now as to my question from the Title of this thread:
1) It is a long time ago that I was a regular Referee/ GM in a roleplaying game. I tend to think that I do a solid work. My spurs I earned with (A)D&D, CoC, SR 2, and some more games. With SF, especially with kinda Hard SF games like Traveller I have no experiences at all. So I wonder: Is there any advice you can give me about what to keep in mind, what things typically are "don'ts and dos"?
2) We plan to play from the beginning of the year 1111 right in the middle of the Spinward Marches. We are next to Lunion. So I wonder if there is anything special I should consider or keep in mind with that region - like local turmoil and upheavel, special pirate- or local/regional political campaigns?
3) What products except for the Corebook-Material I should consider buying?
4) If I wish to create kind of a small diary about the adventures, the background of the adventures and how the gamers performed, in what forum-subsection here on CotI I would create such a topic?
The campaign we wish to play is about a small Freetrader-crew earning Credits, paying the bills for the ship, doin' stuff that takes place in legally grey areas and stuff; this campaign is not meant to be the story of heroes or total badass pirates.
Thank you very much for any advice. Best wishes!
Liam