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Session Deux - The Cruel Tutelage of the Cosmos

The Marines and the scout from my last session ended playing out their second terms in combat and decided to leave for space. Due to the scout having a ship at his command after leaving his service, the group was given a ride to the Davandie Cluster (my newly generated sub-sector); a sparsely colonized sub-sector outside of their known region of space.

I had just recently received my copy of MgT, and noticed that they had quite the array of "careers". My group was short on time last night and wanted a quick session. I came up with the idea that since they were given their mustering out benefits from their Marine/Scout service that they could attend some sort of Technical or Traditional schooling at the major hub of the new subsector. Or possibly enter a trade for a few years.

I allowed them to enter new career training paths as long as it was not a branch of the military/scouts (I allowed "Agent" due to the fact that many former servicemen enter a law enforcement field.) There were many handshakes, and the characters went their separate ways. The scout decided he would enter the Merchant Marine and picked up a few brokering skills, one Marine had always loved playing the guitar and decided to entertain professionally with a local band. He never made it big, but made a few good connections on that particular world. Another Marine decided to become a local policewoman, as the overpopulated democracy needed someone to look after them. One more became a pirate and was killed by a rival gang (the player was moving away, and I used "Iron Man" rules due to his career choice. He was okay with it ;) ). The last Marine decided to become a field researcher, further complimenting an ambitious young scientist that he decided he fell in love with.

I felt that IRL a lot of people leave the service and continue to pursue careers afterwards, and since we had a short session I would let them pursue one more term in another field before they would decide to travel the galaxy. I gave them each a benefit roll on the cash table after leaving.

I am completely new at GMing, so I go real "off the cuff" on a lot of this stuff, but I feel pretty comfortable with most of it. I think it helps that my group hasn't played that much and trusts me completely. I'm not sure if that is necessarily a good thing or not, yet.
 
So are y'all still in character generation and coming up with stories to flesh out the details, or roleplaying this out?

Will these characters get back together for adventures after the current round of second careers?
 
So are y'all still in character generation and coming up with stories to flesh out the details, or roleplaying this out?

Will these characters get back together for adventures after the current round of second careers?

They will. I am pretty new at the refereeing, gamemastering, dming sort of thing. I am pretty terrible at it so far IMO, but I can only get better through practice. I feel having a subsector built with primary worlds is at least a step in the right direction.
 
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OK, dude, that requires a :devil: or a :rofl: at the least! Maybe a BWAHAHAHAHAHAHA!!! :smirk:

I appreciate the laughs. I am completely new at running game sessions regardless of systems. I don't even want to tell you about our first few Pathfinder Beginner's Box sessions. It was like blind men at an orgy, we all had to feel our way through... :rofl:
 
As you gain more experience refereeing, you'll get to see the humour in Fritz's laughter.
Back in Oz, we used to call it the evil gamemaster laugh when a certain GM would roll open-ended 00's in RMSS and his eyes would glisten with tears in humour at the 'chaos' about to ensue in our direction. We learned to fear that laughter... (shudder at the memory) and the sessions were great fun!

In your campaign, it sounds like you've got a great mix of character backgrounds on top of their careers to give the sessions some depth in highlighting different skillsets at times.
 
They will. I am pretty new at the refereeing, gamemastering, dming sort of thing. I am pretty terrible at it so far IMO, but I can only get better through practice. I feel having a subsector built with primary worlds is at least a step in the right direction.

Practice makes perfect, or so they say...

It took me years to get "Good" at GMing. There are 3 big components...

1. Organization
2. winging it
3. rules mastery

Step 1 has two parts to it...
1a. Organizing your notes
1b. Organization of needed tables

Keep notes during session. Go through them after, and sort them as needed. It really helps. A LOT. My most important list is usually a list of NPC's by name and role, plus service and key skills.

Organization of needed tables is much trickier - but my GMing improved a lot once I made copies of the tables *I* needed and started making my own screens. I run from my tablesets now.

For CT, if you're running starter from the PDF, print out the combat tables and ship combat tables as a minimum, and the gear list is usually also handy. Manilla folders make great GM screens - paste those printouts onto the folder.

Winging it is a skill that can only be practiced... but once you get it, it transfers across most games.

Rules Mastery - the ability to know (or fake knowing of) the rules. Stage 1 is knowing where to look. Stage two is memorizing some of the rules. Stage three is being able to add rules as needed (hint - jot them down).
 
I appreciate the laughs. I am completely new at running game sessions regardless of systems. I don't even want to tell you about our first few Pathfinder Beginner's Box sessions. It was like blind men at an orgy, we all had to feel our way through... :rofl:

I have a button that says "Never trust a smiling GM."

And you sound better than I was when I began many decades ago. I did get both better and more confidant.
 
I appreciate the laughs. I am completely new at running game sessions regardless of systems. I don't even want to tell you about our first few Pathfinder Beginner's Box sessions. It was like blind men at an orgy, we all had to feel our way through... :rofl:

I learn new things all the time and I have been at it for years, the only sign that you are in trouble is when you stop learning and changing. :)
 
Manilla folders make great GM screens - paste those printouts onto the folder.

That is a way better move than my butchered three ring binder. I think I'm going to steal your idea, but adhere some of those clear plastic document covers to it instead. BOOM, universal GM screen. Thank goodness for my wife's home office supplies :devil:
 
Practice makes perfect, or so they say...

It took me years to get "Good" at GMing. There are 3 big components...

1. Organization
2. winging it
3. rules mastery


This is one of the core benefits of Traveller. Basically, anything can be determined with 2d6. The more you make notes the more NPCs become part of the story from month to month. The rules are mostly simple and you can let the players provide a reasonable rationale for why they think something should happen otherwise. That way they own part of the game and get more involved.
 
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