Brian Smaller
SOC-12
Every time I muck around with ship designs, make up NPCs or any of the other minutiae that a Traveller ref does before roleplaying with other humans, I figure I am solo gaming.
Every time I muck around with ship designs, make up NPCs or any of the other minutiae that a Traveller ref does before roleplaying with other humans, I figure I am solo gaming.
... and it can lead to blindness. LOLI don't know about you guys but I was always told that playing with yourself was bad. Probably something to do with socialisation.
Me too! I think I have more junk than I could ever let my players ever get their hands on. Deck plans, maps, NPCs, etc.; I can't stop myself.
Actually, I've always thought that the "meta-gaming" aspects of Traveller are largely responsible for its longevity.
I don't know about you guys but I was always told that playing with yourself was bad. Probably something to do with socialisation.
I find the best way to "Solo" an RPG is write stories. It allows you the ability to be creative and think through a character while not allowing the game to become Dice Rolls only.
Daniel
Every time I muck around with ship designs, make up NPCs or any of the other minutiae that a Traveller ref does before roleplaying with other humans, I figure I am solo gaming.
I use a "referee emulator" that I picked up as a pdf. d100 rolls generate event focus and theme, and then it's up to you to make it an interesting story. In practice I'm tending to mix the emulator with the Traveller random-encounter tables. I find the real advantage of having a system of some sort is to break mental blocks. If I come up with a story idea I like, I forget the tables and go with it.
I just picked it up and once becomming adept with it, planned on altering it to WFRP and Classic Traveller. From what i've seen from the pdf i was sent(i'm still awaiting the hard-copy), it looks to have great potential.Anyone familiar with "How to host a dungeon"?
It's a game where you grow a dungeon organically from the ground up, taking it through various eras.
I was thinking about putting together something similar for CT except instead of a dungeon, it's a sub-sector. I wasn't planning on sticking to the OTU...basically, I'd assume that the sub-sector was initially colonized and then the Imperium which colonized the sub-sector suffered some sort of catastrophe (civil war, economic break-down, etc.) during which communication/travel among the worlds broke down to a large degree and worlds basically either were abandoned, suffered technological/societal collapse, or managed to set up pocket empires after which (after the passing of decades or centuries), the Imperium re-established contact via the scout service and the navy and re-incorporated these worlds back into the Imperium.
Basically, this would explain why certain worlds have low tech levels (for the moment...the Imperium is slowly introducing technology into those worlds) and certain worlds would be "ghost towns" either because the inhabitants killed each other after the break-down in some sort of global war, starved due to lack of supplies, evacuated the world, suffered some sort of cataclasm, etc.
I, havent as of yet, decided. Once i read through it a few times and gained a more than fair understanding, then will i decide. I'll keep you updated.I'd be glad to compare and contrast our efforts, once I get something do a brain to keyboard data-dump.
Are you taking a sub-sector approach or are you "growing" a planet (solar system) instead?