like a video game. point and shoot. anywhere, with anything, at anything, for no particular reason.
That's your
competition, Fly. If you choose to ignore that fact, you do so at your own peril.
Yeah, a lot of video games are little more than mindless FPS action scenarios linked in only the most cursory fashion. There are many video games, however, which have immersive play with intricate, long lasting, plot lines.
Want to guess which of those two most people play first? Want to guess why they play them first?
You weren't just introducing people to a new rules set and a game they'd never played, you were introducing them to a different way of playing. The learning curve was too steep and the perceived rewards weren't worth the effort.
Once they were settled, once they bought into the idea, once they were a cohesive group, that's when you could begin introducing nuanced and/or "delayed gratification" play. Having them roll every 3 game days only to announce
"You don't find anything..." doesn't get the job done and it
doesn't matter that you explained the problem to them.
You had to sell them on
Traveller first. Selling them on
Traveller-style play needed to come much much later.
Once they expressed interest in salvaging equipment from battlefields you should have started that
immediately. Instead of
"Okay, find a cargo so you can fly from A to B to C to D to wherever and then begin to begin to begin looking..." it should have been
"I'm Patron X. I salvage equipment from battlefields. I have a job one parsec from here. I have a ship. I need a crew"
After that events should occur bing-bam-boom...
"Let's go meet a contact of mine who has some coordinates we need..." (Where they bump into Bad Guys and shouting, fisticuffs, or shooting occurs.)
"Let's get some spec cargo, freight, and pax aboard to defray some of the travel costs..." (Where the economic system gets used.)
"Once we unload, we need to get out to Gas Giant X soonest 'cause an independent scout I hired it waiting there with some sensor surveys we can use..." (Where, of course, they bump into More Bad Guys and fight a space battle.)
"Excellent! With the co-ordinates and surveys we know now exactly where to jump!" (Where the players get to start poking around the wrecks.)
No
"This week in jump space...". No
"You've searched for 3 days so you can roll now..." None of that. Nothing but bing, bang, and boom.
Simple? You betcha. Mindless? You betcha. Little more than "Me. Tool. Arena. Adversaries. Dice. Go"? You betcha.
Will it keep their attention and keep them playing long enough to learn how to play differently?
You betcha.
I can run all of
Chamax Plague in under two hours with an experienced group of players. All of it. Intercepting the pinnace, negotiating with InStarSpec, taking the NPCs to Chamax, landing, searching, fighting, all of it in two hours with an
experienced group of players.
When I run
Plague at a FLGS game night, I've got more than two hours but I'd
never run the entire adventure.
Never. I've got the keep their attention. I've got to sell them on the game.
Accordingly, I start with the
Mudshark already landed on Chamax with the PCs ready to open the airlock and step out.
Bing. Bang. Boom.