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Starting a New Group

Colonel Mac

SOC-11
I will be introducing CT at my local gaming store in a couple of weeks. I would like to know what adventure(s) everyone would personally recommend running for a group (about 4-6 PCs) that are new to traveller but not rpgs. Our first meet, obviously, will be to develop characters.
 
I will be introducing CT at my local gaming store in a couple of weeks. I would like to know what adventure(s) everyone would personally recommend running for a group (about 4-6 PCs) that are new to traveller but not rpgs. Our first meet, obviously, will be to develop characters.
 
Make one of the PC's a scout with a Scout ship and run Imperial Fringe as the backdrop adventure. This allows you intergrate the other Spinward Marches adventures as they survey that particular world where each of the other adventures is located. It allows you to add your own adventures also.
IMO
 
Make one of the PC's a scout with a Scout ship and run Imperial Fringe as the backdrop adventure. This allows you intergrate the other Spinward Marches adventures as they survey that particular world where each of the other adventures is located. It allows you to add your own adventures also.
IMO
 
My CT library is pretty much complete so resources are not a problem. All Adv, Dbl Adv, FASA, and Judges Guild are in the mix.
 
My CT library is pretty much complete so resources are not a problem. All Adv, Dbl Adv, FASA, and Judges Guild are in the mix.
 
Originally posted by Randy Tyler:
Make one of the PC's a scout with a Scout ship and run Imperial Fringe as the backdrop adventure. This allows you intergrate the other Spinward Marches adventures as they survey that particular world where each of the other adventures is located. It allows you to add your own adventures also.
IMO
That would fill in the gaps beteen adventures with minor sub-plots. It would also explain how PCs get from one storyline to another. hmmmm....
 
Originally posted by Randy Tyler:
Make one of the PC's a scout with a Scout ship and run Imperial Fringe as the backdrop adventure. This allows you intergrate the other Spinward Marches adventures as they survey that particular world where each of the other adventures is located. It allows you to add your own adventures also.
IMO
That would fill in the gaps beteen adventures with minor sub-plots. It would also explain how PCs get from one storyline to another. hmmmm....
 
I thought "The Traveller Adventure" was an excellent way to introduce new people to the game. If you've got a copy, I'd consider running that.
 
I thought "The Traveller Adventure" was an excellent way to introduce new people to the game. If you've got a copy, I'd consider running that.
 
My own choice (thus far) has been to just improvise with support from 76 Patrons & BITS 101 Patrons. I was considering using the Imperial Fringe if necessary, but one of the PCs ended up with a ship & was motivated enough by just travelling & trading.
 
My own choice (thus far) has been to just improvise with support from 76 Patrons & BITS 101 Patrons. I was considering using the Imperial Fringe if necessary, but one of the PCs ended up with a ship & was motivated enough by just travelling & trading.
 
I usually do one of two things.

If the PCs don't have a ship, I pull out 76 Patrons and figure something out. If they do have a ship, I have them start by finding cargo and I improvise from there (read my actual play post on the Voyage of the Vulture for an example).

In my opinion, what makes Traveller, especially Classic Traveller played in the Third Imperium, different (and thus distinctive and thus worth playing because it offers something that other games don't) from other games is in how much it is geared towards completely player-driven play.

That's the way the game was written, and it works really well. The players have a goal, and it probably involves making a large sum of money (to buy a ship, to improve on the ship they've got, whatever- characters who aren't interested in this goal are not appropriate characters for this kind of game).

So, let them try to reach their goal. The systems are already in place. The PCs can seek out patrons, cargo, whatever on their own.

The GM's job becomes twofold- one, to ajudicate the rules systems as the PCs try to make megabucks, and (the good one) two, to throw wrenches into the works.

The characters' motivations for getting into an adventure are never artificial, because the PCs got themselves into a situation rather than the GM thrusting the PCs into it.

Everyone loves money, right? But most people also have a basic sense of scruples. So there, the perfect recipe for adventuring onthe Imperial fringe!

The best part is, many of the Adventures and Short Adventures seem to have been written with this style of gameplay in mind.

So, every now and then, if you want, throw in stuff from the Kinunir. Or even better, start dropping hints about Twilight's Peak, and see if the PC's eventually bite.

I lied before. The best part is, other than veing reasonably familiar with the game material, this style of gameplay is easy on the Referee. And because most RPGs these days are NOT set up like this, it is refreshing and different and even appealing to many players.
 
I usually do one of two things.

If the PCs don't have a ship, I pull out 76 Patrons and figure something out. If they do have a ship, I have them start by finding cargo and I improvise from there (read my actual play post on the Voyage of the Vulture for an example).

In my opinion, what makes Traveller, especially Classic Traveller played in the Third Imperium, different (and thus distinctive and thus worth playing because it offers something that other games don't) from other games is in how much it is geared towards completely player-driven play.

That's the way the game was written, and it works really well. The players have a goal, and it probably involves making a large sum of money (to buy a ship, to improve on the ship they've got, whatever- characters who aren't interested in this goal are not appropriate characters for this kind of game).

So, let them try to reach their goal. The systems are already in place. The PCs can seek out patrons, cargo, whatever on their own.

The GM's job becomes twofold- one, to ajudicate the rules systems as the PCs try to make megabucks, and (the good one) two, to throw wrenches into the works.

The characters' motivations for getting into an adventure are never artificial, because the PCs got themselves into a situation rather than the GM thrusting the PCs into it.

Everyone loves money, right? But most people also have a basic sense of scruples. So there, the perfect recipe for adventuring onthe Imperial fringe!

The best part is, many of the Adventures and Short Adventures seem to have been written with this style of gameplay in mind.

So, every now and then, if you want, throw in stuff from the Kinunir. Or even better, start dropping hints about Twilight's Peak, and see if the PC's eventually bite.

I lied before. The best part is, other than veing reasonably familiar with the game material, this style of gameplay is easy on the Referee. And because most RPGs these days are NOT set up like this, it is refreshing and different and even appealing to many players.
 
Depending on how much time per session you have, you might want to consider pre-generating characters and doing some sort of one-shot adventure for the first session or two to let them get a feel for how things work. Then give them the choice of keeping these characters or creating new ones. This lets you get into the play faster, rather than spending a whole session doing chargen.

John
 
Depending on how much time per session you have, you might want to consider pre-generating characters and doing some sort of one-shot adventure for the first session or two to let them get a feel for how things work. Then give them the choice of keeping these characters or creating new ones. This lets you get into the play faster, rather than spending a whole session doing chargen.

John
 
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