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CT Only: Solo Play?

The book seem to show it has solo play, but I cannot find the guide or information anywhere in the book on how to play it alone. This site doesn't have search feature where I can find the thread, so if this was already brought up, then I apologize. Any information or help would be appreciated. Thanks!
 
The book seem to show it has solo play, but I cannot find the guide or information anywhere in the book on how to play it alone. This site doesn't have search feature where I can find the thread, so if this was already brought up, then I apologize. Any information or help would be appreciated. Thanks!

Solo play isn't actually included per se; some solo activies are.

Character gen is a solo play activity.
Generating a subsector is, too.

One can do a trade game by using the encounters and reaction rolls, and pursuing trade.
 
Solo play isn't actually included per se; some solo activies are.

Character gen is a solo play activity.
Generating a subsector is, too.

One can do a trade game by using the encounters and reaction rolls, and pursuing trade.

Ahh, bummer. I appreciate the reply, thanks. I went on a wild goose chase after reading that people say Traveller is the best solo game and it had me confused. I can see that people do use some Traveller adventure books for use by referees for solo play, but it never explains how I can do that. I'm very new, so I don't know.
 
This is from Book 1: Characters and Combat, “Traveller may be played in any of three basic configurations: solitaire, scenario, or campaign. Any configuration may be unsupervised (that is, played without a referee; the players themselves administer the rules and manipulate the situation).”

And...

"The Solitaire Game: One player undertakes some journey or adventure alone. He handles the effects of the rules himself. Solitaire is ideal for the player who is alone due to situation or geography."

And...

"In addition, there are many aspects ideally suited to solitaire consideration. A single player can spend the time generating characters, designing starships, generating worlds and subsectors, planning situations, and mapping out ideas to use in later group adventures."

The last part seems to show that it's not really solo adventure play, but more of a planning, which is the solo part. But the former would seem like I have to come up with my own rules if I want to play adventures.

Anyone here ever play solo with Traveller aside from the character generator, ship design, and world generator?
 
Yeah, the 'solitaire' part is the prep work. Not really solitaire at all. I think Marc Miller was being a tad misleading with that word. :oo:

Anyhoo, you could indeed play Traveller if you also acquired an interesting little book called The Mythic Game Master Emulator. The PDF is only 54 pages and with a little work, could prove a solution to the problem. My first impression of it a few years ago is that it is a more complicated version of a Magic Eight Ball, or one of those automated fortune tellers that spit out little slips of paper with a vague, noncommital statement, or even like a fortune cookie.

Another similar system would be to draw one or more Tarot cards from a deck and, using the LWB that usually accompanies them, apply the result to furthering the session. Just some random ideas. :)
 
This is from Book 1: Characters and Combat, “Traveller may be played in any of three basic configurations: solitaire, scenario, or campaign. Any configuration may be unsupervised (that is, played without a referee; the players themselves administer the rules and manipulate the situation).”

And...

"The Solitaire Game: One player undertakes some journey or adventure alone. He handles the effects of the rules himself. Solitaire is ideal for the player who is alone due to situation or geography."

And...

"In addition, there are many aspects ideally suited to solitaire consideration. A single player can spend the time generating characters, designing starships, generating worlds and subsectors, planning situations, and mapping out ideas to use in later group adventures."

The last part seems to show that it's not really solo adventure play, but more of a planning, which is the solo part. But the former would seem like I have to come up with my own rules if I want to play adventures.

Anyone here ever play solo with Traveller aside from the character generator, ship design, and world generator?

While CT does say it is best suited for Referee driven play, I thin it is possible to "play" the game solitaire. For example, there are Random Encounter tables for most situations as well as tables for ranges and receptions. That is, one could travel from world to world with "a crew," roll for encounters while on the planet trying to get cargo or spec trade, and see if firefights break out, and so on.
 
"The Solitaire Game: One player undertakes some journey or adventure alone. He handles the effects of the rules himself. Solitaire is ideal for the player who is alone due to situation or geography."


You find that hard to understand? Seriously?

Traveller is chock full of tables which produce random results. Chargen, sysgen, trade, encounters, NPC reactions, you name it. There are dozens of tables which produce results based on a die roll or two plus the occasional DM.

But you can't "see" how all those systems and tables can be used for solitaire play? Seriously?

You've played RPGs before, right? You've been a player or a GM or have seen what a player or a GM do during a game? You somehow can't shift between either of those "two hats" at the proper time? You can't roll up a PC as a player would and enforce the die rolls as a GM would? You can't roll on an encounter table like a GM, read off the result, and then make choices regarding that result like a player?

You can't do that despite everything you need being right there in the books?

Seriously?
 
You find that hard to understand? Seriously?

Traveller is chock full of tables which produce random results. Chargen, sysgen, trade, encounters, NPC reactions, you name it. There are dozens of tables which produce results based on a die roll or two plus the occasional DM.

But you can't "see" how all those systems and tables can be used for solitaire play? Seriously?

You've played RPGs before, right? You've been a player or a GM or have seen what a player or a GM do during a game? You somehow can't shift between either of those "two hats" at the proper time? You can't roll up a PC as a player would and enforce the die rolls as a GM would? You can't roll on an encounter table like a GM, read off the result, and then make choices regarding that result like a player?

You can't do that despite everything you need being right there in the books?

Seriously?
Bill - Keep in mind that a lot of people, even of your and my generations (the 5th decade & older crowd) who didn't learn wargames playing themselves, can't play chess against themself, and are used to solo gaming involving a computer opponent.

Talking down to them doesn't help; it helps neither them nor the community.
 
Talking down to them doesn't help; it helps neither them nor the community.


I don't believe I was talking down to him Wil. I was and still am truly shocked.

I'm having a hard time "grokking" MarsStraub's claimed inability to use the rules for solo play. Maybe it is a generational thing, maybe it isn't. I've used Traveller - especially CT - solo for so long that I can't understand how someone wouldn't or couldn't see all the solo play mechanisms in it.

It's far easier than turning a chessboard so you can play both white and black. It's also far easier than playing a wargame solo. All those tables mean that you rarely have to make a decision while wearing the GM "hat". All you need to do is roll dice.

It's mind boggling. :(
 
Once I ran a CT character through a year of merchanting has he toured the system. My business assumptions were pretty naive but it was a fun time. Still one of my more favorite past times with the game; something I should do again soon.

I'm not much for "roll a dice and get into a brawl", but I do like to write and play PbP games.
 
Humorously my wife and I are doing the family budget using Google docs spreadsheet. She commented how well I use the basic functions. I really ought to do another merchant game!
 
Traveller is chock full of tables which produce random results. Chargen, sysgen, trade, encounters, NPC reactions, you name it. There are dozens of tables which produce results based on a die roll or two plus the occasional DM...

What I"m about to say is not a knock on MarsStraub or anyone else who doesn't see the potential for solo play built into Basic Traveller.

It has become my observation that a lot of people familiar with Traveller have not read the Traveller rules. There's nothing odd about this -- many people learn and RPG through oral tradition, not by reading rules.

It has also become my observation that most people know Traveller, even Classic Traveller, through the later editions of the Classic Traveller rules. (The Traveller Book and Starter Traveller.) Even if someone started the game by owning Books 1-3, they eventually set these books aside for these later editions.

Note that in both The Traveller Book and Starter Traveller all mentioned do solo play has been removed from the text. Without introducing the context of solo play many people might read the rules without the "lens" of seeing how those tables and charts could be used for solo play. The text of these later two editions put all the emphasis of play on the Referee and the relationship between the Referee and the players.

Finally, even if one is familiar with the books (even all of them) it seems to me that that many people have reduced the rules and text down to very slim segment of what is actually available to use in the game. Most people are familiar with character generation, UWPs, kind-of-the-resolution-system (and their frustration with its implementation), kind-of-the-combat-system (and their frustration with its implementation), kind of the trade, kind of the ship combat and so on. The "kind-of" quality of the reading and memory of the rules leads to a lot of house rules (as it should!) but also means that what is actually in the books is often ignored and forgotten.

Random Encounter rules are a weird vestigial artifact from the early days of RPGs for lots of players. Using Reaction Tables really isn't much in vogue and problem never referred to and so on.

I bring all this up not to say people should be using these things, but to point out that I don't think lots of people ever think about them when it comes to Classic Traveller specifically or Traveller in general. For most people Traveller has become the setting, not the game -- which mean the game elements are ignored, forgotten, tossed off, or seen as useless. The game becomes "something about prior service tables and a 2D6 system that you need to fix" and everything else is kind of extraneous. All the interlocking rules, systems, and tables one finds in Books 1-3 that produce an intriguing, well thought out and complete game kit in the style of OD&D are forgotten.

So... I completely get why the notion of solo play might not make sense to someone even looking right at the rules.
 
To put solo trade play into a more recognizable context...

Step 1: generate a subsector
Step 2: generate characters until you have a merchant ship crew.
Step 3: pick a start world.
Step 4: begin trade game

4A: Generate all freight lot sizes and passengers available for all worlds.
4B: pick destination
4C: Load freight, passengers, find cargo.
4D: roll outgoing ship encounter. Determine your posture (hostile, neutral, friendly), then roll theirs. If hostile, fight it out.
4E: Jump - roll for jump success and mutiny/hijack - if mutiny, play it out
4F: roll for inbound encounter
4G: sell cargo, unload frieght and passengers
Repeat.
 
Looks good.

I would also add in Law Encounters and NPC Encounter during the week getting cargo and passengers. But that's me.

If the Solo Player were feeling self-motivated enough he could also have the PCs head off to a destination on world. These could be generated by rolling on the Patron Encounter table and working up the specific, final conflict/scenario. Or he could generate some sort of scenario himself: pick up spec goods; put down some bandits; save someone who was kidnapped, and so on.

This might entail more Law Encounter checks, Random NPC checks, Animal checks along the way as well as the scenario he envisions
 
People can even Solo play on their own by using a simple reaction/motivation/action chart.

For example, take a simple walk between two nearby towns.

Make an encounter chart for things that can happen along the way. This chart should include events (it starts raining) to encounters with animals, locals, or even enemies.

Then, figure a frequency of occurrence. The Solo Player will roll every so often. If it's a 4 hour walk to the next town, maybe a throw for an encounter is made every 30 minutes.

For example--

The Solo Character starts on his journey. Roll for the first encounter, but the roll does not indicate an encounter.

30 min has passed.

Roll again to see if an encounter happens. It does. The encounter chart indicates that a heavy fog sets in.

30 more min passed. 1 hour on the trail.

Roll again. No encounter.

1.5 hours.

Roll again. No encounter.

2 hours.

Roll again. No encounter.

2.5 hours.

Roll again. This time, 1-3 bandits are encountered. Roll 1D for number. 1-3 means 1 bandit. 4-5 means 2 bandits. 6 means 3 bandits.

Roll on chart to equip the bandits. In this case, there is one bandit, using a revolver and a knife, wearing Cloth armor.

If the Solo Player decides to allow himself to be robbed, then the bandit will take his weapons and valuables and leave him on the trail.

If the Solo Player balks, then the bandit will attack him with the butt of his pistol in an attempt to pistol whip him into submission. Consider the butt of the pistol to be a club. Conduct Brawling combat.

If the Solo Player pulls his own firearm, then a fire fight breaks out. Conduct combat. Create a map. Have some random elements, like trees and rocks, placed randomly on a map that you create right then. Conduct combat.

Use as many random elements as possible. Roll dice for everything.

The Solo Player can even try to talk his way out of the situation, but since there is no other player to roleplay off of, the Solo Player must dilute this type of play down to dice rolls.

The Solo Player will roll Bribery, Admin, Carousing type skill checks.

Make results for the NPC random, but skewed random according to the Solo Player's rolls.

1. NPC agrees with PC.

2. NPC is neutral with PC.

3. NPC does not agree with PC.

You can have these charts pre-made, or you can make them up on the spot.

Like this...



The bandit has the me (the Solo PC) with my hands up. He's pointing a revolver at me.

How much do I know about the gangs on this planet? I roll a Streetwise check--and I roll high. OK, I know a little bit about who these guys are.

I'm going to try to bluff this guy that I work often with his gang.

I've got to roll over his INT score to accomplish this. The bandit gets a +3 to his INT for this roll since he has me with my hands up.

I'll roll 2D + Streetwise skill.

If I fail the roll, the bandit will attack me with the butt of his pistol.

If I make the roll, then I've put some doubt into him.

If I make the roll, I'll roll on this 2D chart...

2-3 = The bandit shoves the gun in my face and screams his demand again.

4-5 = The bandit asks me questions to verify his suspicion.

6-7-8 = I succeed. He believes me. He disappears in the woods.

9-10 = I succeed. He will be considered friendly if I run into him again.

11-12 = I succeed. He will give me local information and be considered friendly if I run into him again.




The Key To Solo Play is to be both player and GM. Use lots of random events. Skew the random results based on skill throws.

When a situation comes up, put on your Ref hat and try to think of all possible scenarios. Then, make up a quick random chart with those possibilities on it. Then roll.

And, remember the rules in the game that will help you, like the NPC reaction chart. Rolling Law Level or less for a legal encounter. Look at adventures like Exit Visa, in The Traveller Book, to give you ideas on how to roll for social interactions (replacing roleplaying).



The fun of being a player is discovering the unknown.

In a Solo Game, you simulate that with random charts indicating different ways that an NPC will act, or the different actions the NPC will take. You as a player won't know until you've rolled the result.
 
I would also add in Law Encounters

Unless the merchant was moving into uncharted space, or on their first run, wouldn't they know the basic laws and stay in compliance? Maybe I'm sheltered and too law conscious, but having lived in a few countries it's usually easy to find out what sorts of things they don't like and avoid doing stupid stuff. Maybe not much of an adventure, but if you're running a profit minded crew it seems to fit.
 
Roll up a character, then start using your imagination to solo play.

I'm on Aramis, in the Aramis subsector of the Spinward Marches. I've just mustered out of the Navy.

I've got my space-bag, with my world's possessions in it (what are those possessions? Buy them using the credits I got from mustering out). I've been formally discharged from the Emperor's Navy.

Now what?

I need a drink. Yep, a celebratory drink.

I ask the discharge officer for a good drink. (This is all happening in my imagination.) He tells me where to go--and a couple of places to stay away from them.

An hour or so later, I'm in that startown tap-cafe. I walk in. It's dark.

"Drink, Spacer?"

How did he...oh, the space-bag hanging around my shoulder.

Yeah, I'll take a drink, I tell him. Got any champaign?

"No," the tender says. "Just the dirty stuff."

"Well, gimmie your best," I say, "I'm celebrating!"

I look around. How many patrons in this place?

Let's see. It's mid-day. I'll throw 2D other patrons in here. 11. Wow. It's more crowded than I thought.

How many are together. I'll throw 1D for each group. I throw 5, 1, 1, 3...and the last has to be alone.

So, there's me. There's a group of 5 together. That'll be a starship crew. There's three others all drinking alone. And the other group of three...that's a group of city maintenance workers. They know where their drinks aren't watered. Maybe they're on their lunch break. The Discharge Officer really knew his stuff.

I draw a quick map from scratch. Bar. Some tables. Entrance. Then, randomly, I place the NPC elements. I create a grid, 1-6 across the top, and 1-6 across the bottom. This allows me to randomly place the NPCs.

My drink comes. I ask him about the crew over my shoulder.

Here, I need to roll on the NPC reaction chart. What's the tap-master's impression of me?

He's indifferent to me. OK, given that, what are his possible responses to my request about info about the crew?

I make a list.

Then, I roll on it to see what the bartender said to my response.





And, the game goes on like this.

It can be quite fun.
 
Unless the merchant was moving into uncharted space, or on their first run, wouldn't they know the basic laws and stay in compliance? Maybe I'm sheltered and too law conscious, but having lived in a few countries it's usually easy to find out what sorts of things they don't like and avoid doing stupid stuff...

Per my notes two posts ago...
Law Level: Law level is an indication of the relative oppressiveness of the world. The digit is classified on the law level table to show prohibitions against weapons. It is also the throw (law level +) to avoid being harrassed or arrested by local authorities.
-- emphasis added​

The issue isn't whether or not the the PCs do the right thing. The issue is whether or not law enforcement decides to stick its nose in your face. Per the rules, the higher the law level, the greater the chance you'll be dealing with law enforcement.

If an encounter occurs one will probably roll a Reaction Roll. At the moment, even playing solo, things will tense.
 
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