What's the point of Traveller? There are no Experience Points, no Levels. I'm going to be the Referee and my two kids are going to be the players. What do I tell them? How do they know they've progressed in the game?
"Second Life... in Spaaaaace!"
What's the point of Traveller? There are no Experience Points, no Levels. I'm going to be the Referee and my two kids are going to be the players. What do I tell them? How do they know they've progressed in the game?
Exactly - and there really IS a Traveller form of "leveling up" - its just not phrased that way.
Your character musters out with some cash & a few items of equipment. He has to pay for passage to another system. But then he has a couple of good jobs, scores some money and gains a bit of a reputation, and is hired by the NPC owner of a starship.
Ka-ching - you just "leveled up", now your transportation, room, & meals are provided free, and a lot more opportunities are available.
After a while, you save up enough to buy into a joint-venture with some other PCs, and are now part-owner of your own ship. You now have a lot more freedom of action - yes, you have "leveled up" again.
Your group makes some money, and picks up another ship (or trades in the old one on a larger/newer/better one. Yes, you know what just happened.
Eventually each PC might be in charge of a separate ship, and the group is starting to be a player in sub-sector (or even sector) events, politics, business, etc.
You can modify that progression for each different career - that Baron who is the Imperial authority on that world might just well be a retired (or semi-retired) adventurer who "made it big" and was given a "life title"* and noble rank - and if he plays things right (and chooses good lower-status PCs/NPCs to hire/be Patron to), might even receive higher "life titles" (or even a hereditary title) and become a power to be feared/respected in the sector!
* A "life title" is a Noble title given for service or achievement - it is only for the recipient, and neither the title nor any attached properties, duties, etc are passed on to the recipient's heirs - they instead revert to the Emperor upon death.
"Hereditary titles" are those that are passed to one's descendants or to an otherwise designated heir.
Wow!?
So, if you really wanted to play characters long term you'd have to homebrew a means to turn the character generation system into one where as you play you get skills based on what your character does
in traveller a 10 year old girl with a pistol and a random shot can kill a 50 year old mercenary commander with a dozen battles experience.
What's the point of Traveller? There are no Experience Points, no Levels. I'm going to be the Referee and my two kids are going to be the players. What do I tell them? How do they know they've progressed in the game?
Notice that the text is aware that Traveller can go in a zillion directions. Already the text is suggesting you find focus.Ideally, players participating in a Traveller campaign should Rave a general goal in mind from the start. This goal can be to establish a mercantile shipping line, to take over a world (or number of worlds), to become rich enough to buy an extremely large starship, and so on. Play is more rewarding when you have some idea what each individual adventure is trying to accomplish.
A single subsector is the best location for a first campaign, but it is necessary to do a little advance planning, especially if it is planned to expand out of it. Before any planning can be done, however, it is necessary to examine the prospective players...
If the players you will be running in your campaign have shown a desire to be explorers, boldly going where no man has gone before, place the setting for the campaign in a little-explored region of space, with vast regions to be explored, mapped, and studied. If, on the other hand, your players have shown a tendency to become involved in confidence schemes, stock swindles, or other such scams, locate them in 9 relatively settled region, where there are large numbers of suckers, and a fairly well organized police force to make things interesting. If your players want to be political wheelers and dealers, the political system of the campaign must be suitably adjusted to allow them a reasonable chance of success. Merchants may want a stable region in which they can slowly assemble a mercantile empire or may want a slightly more fluid situation where a fast tongue and a fast gun hand are both necessities to continued good health. Spies will need something to spy on, rebels will want something to rebel against, How old is human settlement in the subsector? How advanced is the region generally? If located on the borders of two star-spanning states, what is the history of the relations of those two states (peace, war, constant transition.) What is the state of the economy? Is there unrestricted trade, or is trade controlled by a few large mega-corporations! If there is a star-spanning civilization, what is it like?
Once the referee has decided the general features of the campaign, it is a good idea to jot down a one or two sentence summary of conditions for later reference, such as "The subsector is located on the fringe of the Moladon Federation, a loose organization of 300+ worlds governed by a federation council. Half the worlds in the subsector are in the federation, the rest are petty one or two world nations. The federation is currently in a period of stasis, between expansions, but plans to eventually absorb all worlds on its borders. The last war was over a century ago, but minor skirmishes are constantly taking place, especially between the larger outer states. Tech levels within the federation are between 5 and 12; outside they are between 1 and 9. Federation naval power is just strong enough to suppress piracy within the borders, and there is a great deal of local planetary autonomy.
Or you could just use the Experience section that has been in the rules since day 1...
I always thought the point of Traveller was to have fun.
More accurately, I feel adventures themselves are the point.
Role-playing games are participative fiction. Chandler's private eye Marlowe never levels up. He never gets rich and he never gets more toys. He just slides from one story to the next. And most of the time he just comes out even. But readers enjoy the ride.
If players don't enjoy the ride, it's a story problem.
Thanks to everyone who replied! I never expected so many responses and I have a good idea of what I need to do as a referee and why.
The kids are going to have a blast!
Dan
Just remember - meaningful choices make for the best stories.
Not always happy stories — my most memorable character was killed in under 4 hours of play — but stories where choices mattered.
Give them meaningful choices and memorable characters to interact with, and everything else is gravy.
Thanks to everyone who replied! I never expected so many responses and I have a good idea of what I need to do as a referee and why.
The kids are going to have a blast!
I once ran a solo game. The guy generated a 5 term Navy character. After mustering out, he took passage to an industrial world where he bought a house. He then found a job working at a shipyard where he could apply his mechanical skills.
He then bought a car. On his first day off of each week he did his household chores. That night he would participate in some form of entertainment. The other day off was rest.
He kept doing this week after week. I kept waiting for him to do some sort of adventurer-esque activity.
I finally asked him what he was trying to achieve. His response was that he was proving that in Traveller a player can do literally anything that the player wants to do, provided that the player is ready for the consequences.
Not that kids should not be introduced to it of course if that is what the adult wants to run for them, but at least Classic Traveller seems so much more an adult game, with less of what kids love about Sci Fi concepts.