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Traveller's direction; history and future

"Flash Gordon"
"Rocky Jones Space Ranger"
Maybe "Buck Rogers"
"Radar Men from the Moon"

A couple others I can't recall. Having said that, decks perpendicular to travel did seem the norm in feature films.

It would be interesting to see other Traveller vessels designed with that kind of deck orientation, but my gut feeling is that in terms of the game's reality it might be seen as a "fad" or almost a kind of starship "fashion statement", for lack of a better term. I can't see any real advantage to it, though as per the source material for Traveller, it does make sense that the game might lend itself to that kind of deckplan layout.

Should future Traveller starship supps have that kind thing?
 
Traveller deckplans never reflected the rules as written - a pressurised crew main compartment and a drive section shielded from the crew.

(With the possible exception of the GW IISS Ship Files)

Star Frontiers/Knight Hawks was a good source of 'tower block' spacecraft you could use for inspiration (most of them can be adapted to Traveller with almost no effort)
 
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Traveller deckplans never reflected the rules as written - a pressurised crew main compartment and a drive section shielded from the crew.

That depends on how you choose to interpret "shielded". All of GDW's early designs put the drives in a compartment isolated behind bulkheads, even when the crew could access that compartment. The concept that fell away quickly was the "standard" hull, since no one wanted to waste space by not filling the engineering compartment.
 
"Flash Gordon"
"Rocky Jones Space Ranger"
Maybe "Buck Rogers"
"Radar Men from the Moon"

A couple others I can't recall. Having said that, decks perpendicular to travel did seem the norm in feature films.

It would be interesting to see other Traveller vessels designed with that kind of deck orientation, but my gut feeling is that in terms of the game's reality it might be seen as a "fad" or almost a kind of starship "fashion statement", for lack of a better term. I can't see any real advantage to it, though as per the source material for Traveller, it does make sense that the game might lend itself to that kind of deckplan layout.

Should future Traveller starship supps have that kind thing?

When you have empires collapsing and tech being lost I guess the default assumption is the original technology is relearned but that doesn't have to be so everywhere. If a civ didn't develop grav technology on their way back up then their ships might be tower blocks.

The other thing you could do (and I might myself at some point) is make it so you can have cheaper ships or cheaper operating ships if they're tower blocks or that non-jump ships are cheaper that way - or something.

I like the grav idea personally but fighting up or down a tower block ship might be fun.
 
If ground space isn't a constraint, do you prefer to build skyscrapers or groundhugging houses? Similar preferences seem to apply to Classic Era starships.

But keep in mind that we presumably haven't seen deck plans for more than a small fraction of ship classes. There may be some sort of selection bias involved and the percentage of tail-lander to belly-lander designs may be greater than the one that the existing evidence suggests.


Hans
 
Minor observation which may not be germane to the discussion regarding deck orientation but tail-sitters take up less of a 'footprint' at a spaceport than such that share interior layouts with 'conventional' aircraft.

I can see 'launch-pits' more as modern day missile silos in both construction and operation if tail-sitters were the 'norm', such would allow vessels to more easily be isolated for reasons of contamination or inspection.
 
Some thoughts before I go and try to make a future for myself (yet again);

Traveller might need;
1) Supps that address higher tech levels (ultra / magic tech).
2) The default background setting set more apart from rules than is current
3) Variance of starship drive tech (addressed some in T5)
4) More Adventures
5) Adventures that are perhaps set apart from the default setting
6) Variation on tech
7) More "space stuff"; i.e. adventures and campaigns requiring activity in space.
8) OTHER parts of the default setting explored and explained.

Let me know if I missed anything.
 
Ok...scanned the first 10 or so pages of comments (been away a while) and saw some interesting things.

First got into Traveller in the very early 80's. At that time it was build your own with some fluff thrown in. Merc and High Guard helped explain some aspects a lot and fill in tech details. Striker was a god send as we could now design our own vehicles and weapons to the level we wanted. Between FASA, GW, and JG the sectors just started filling up closing doors for exploration. Then the sector and larger maps came out.

Where I am going with this is the Imperium developed over years as product was produced. I miss the early Star Viking type games no longer doable when things got developed. Also the character of the game has changed over the years. Look at the earlier publications and missions. The Imperium was almost a bad guy...till the Zho came along. Also early missions were very Firefly like in that our characters were not always on the moral side of the law. Just look at 76 patrons and see how many missions are crimes to a point. Now days every one has to be good guys (saves on lawsuits) and the grey area has vanished to a point.

Never bothered with the next 3 versions as had moved on by then. Got re introduced By finding T20 and liked most of it. Jury is still out on T5 though.

Now I also saw comments on the 2D plane universe thing. A few years ago we touched on this. I have always been of the opinion that the universe was in layers. Each layer is beyond current jump tech from the other layers except at certain points (sort of a rift thing above and below) There are jump routes that long legged ships can use to make the gap but not common traders.

With T5 hop and skip drives these become more accessable to players so now there is the chance to open up new spaces to explore without scrapping the OTU.


Ramble ended..will go away for a while again...
 
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OK...went back and read some more.

Some traveller like books I have read are the Starfist series and Shellys 13th spaceborn and officer series. More down to earth battles and weapons rather then Star trek phasers or Slammer powerguns. Some of the Honorverse stuff is interesting also (ship board missiles and lasers). Even the Firefly weapons were slightly modded wild west type weapons like we could find in the OTU.

I guess the difference is Traveller was sort of Near Future as compared to Treks Far Future. Every thing had a reason for working we could almost understand. Once you got around jump drive and anti grav anyway. Transporters, warp drive, and phasers were a bit out there by current tech. I guess that is why it has always appealed to me.
 
Some thoughts before I go and try to make a future for myself (yet again);

Traveller might need;
1) Supps that address higher tech levels (ultra / magic tech).
2) The default background setting set more apart from rules than is current
3) Variance of starship drive tech (addressed some in T5)
4) More Adventures
5) Adventures that are perhaps set apart from the default setting
6) Variation on tech
7) More "space stuff"; i.e. adventures and campaigns requiring activity in space.
8) OTHER parts of the default setting explored and explained.

Let me know if I missed anything.

I think the OTU needs wilderness *inside* the Imperium and it's there in every sub-sector but I think it gets a bit obscured behind the squadrons of 500,000 dt dreadnoughts. Now I like the megacity / dreadnought stuff being there as well but I think the Traveller OTU could use

9) adventures that explicitly divide the interior of the 3I into coruscant / dreadnought space and tattooine / free trader space

example:
Collector patron who lives on the top floor of a 500 level arcology on a hipop, hitech planet like Efate with billions of people wants someone to check a rumor of a sentient ice beast on some remote planet. The rumor comes from an ex prospector who now lives somewhere in the Efate underhive.

https://storiesbywilliams.files.wordpress.com/2012/10/chi_town.jpg

So in part one the players go rummaging in the smoggy slums looking for the prospector among Coruscant-style syfy tropes like Judge Dredds and cybernetics obsessed gangs and respirators for the fumes.

In part 2 they head off past the dreadnoughts and orbital stations and crowded high port traffic control on a six week journey to a system that is empty apart from a single free trader and a scout repairing navigation buoys to a planet that is full of Tattoine-style syfy tropes e.g. a mostly unpopulated tide-locked backwater with a few tens of thousands of people in a dome at the equator around the C star port and a few hundred prospectors and miners scattered elsewhere and then trek over the ice in the permanent night side of the planet looking for alien Yetis.

A lot of the earlier adventures had a hint of that division already but not as explicit and because of that I personally had a hard time reconciling the feel of those early adventures with other aspects of the OTU. By making it explicit - dividing the 3I into civilization and wilderness I think it might help newer players get a clearer hook on the setting.

Maybe it's just me but I used to have a really hard time thinking up ideas for Traveller games whereas now I have the 3I explicitly split into two parts in my head it's easy.
 
2D Starmaps

Now I also saw comments on the 2D plane universe thing. A few years ago we touched on this. I have always been of the opinion that the universe was in layers. Each layer is beyond current jump tech from the other layers except at certain points (sort of a rift thing above and below) There are jump routes that long legged ships can use to make the gap but not common traders.

I've always subscribed to the (maybe too) simple explanation that the 2D star maps are just a 2D representation of 3D space. Kinda like this.
 
You make a good point about 76 Patrons. I think some of the seeds in the other publications of the time had ostensibly "criminal adventures" such as breaking into a mansion, breaking into a private security holding cell, interfering in a domestic government (overthrowing it as per mercenary tickets).

I'm not for encouraging criminal behavior, but Marc Miller's more recent standing orders of barring "bad guy jobs" I think, disposes what some saw as a vital part of Traveller. Me, I shrug at it. I'm one of those crazy people who did not like the Godfather films (however good they were) because they seemed to glorify organized crime. Nor did I like "The Man Who would be King" for the same reason, and a few other books and films. I really am a pro law and order guy. Yet Traveller's mercenary tickets were about jumping in with guns-a-blazing to tinker with the local government on behalf of some party. I mean, mercenaries are paid killers. They're the trigger men who point and shoot to kill targets. I'm almost thinking that the game's current evolution step is at odds with a portion of its foundations.

I actually do like (and perhaps want) Avery's edicts about barring adventures that deal with criminal conduct on the part of the players. And yet we've had oodles of "Pirate threads" since I joined way back in 2001. Numerous mercenary tickets that used to be posted here. Heck, the Vargr Extents seem to be fraught with one government overthrowing another stemming from criminal activity, not to mention the corsair raids on the coreward Imperial frontier.

I don't know. Can someone help me clarify to myself of what I'm trying to say?
 
I think you said it very well.

All I can say is that the Patrons book creeped me out because the PCs are basically just picking up their paychecks for being thieves/murderers/assassins what have you.

But if we're talking adventure fiction, then criminal things often happen -- often at the hands of the protagonists. I don't mind that at all. All I care about is WHY the protagonists are doing it, what do they care about, how far are they willing to go -- or pull back.

I have no idea, by the way, how you think The Man Who Would Be King glories the behaviors of the two leads. They get in way over their heads and pay horribly for it.

As for Michael in the Godfather movies (Part 1 and 2) again, I don't see him coming out on top at all.
 
I mention "The Man Who would be King" because Connery and Caine play a couple of con-men who wind up taking over a kingdom for the sake of looting the gold. I'm not sure if it was you or timerover51 or salochin999, but that film could have been a classic Traveller adventure.

One of the adventures in the Kinunir you break into one of her sister ships and have to take on a super-tiger hand-to-hand. In "Death Station" you're taking on psychotic drugged out crew members who, wait for it ... turned cannibalistic. Or "Prison Planet", your players are there "for whatever reason", and need to break out. The list goes on.

I think you're right. When you think about classic sword and sorcery adventures you really have to get all nuerons firing to make the comparison I am about to. In your typical fantasy world or setting it's common to start a brawl in the tavern. Depending on what part of the US you're in, if you did that today, you either spend a night in the drunk tank, OR, more likely, you'll get arrested, arraigned, possibly fined, possibly sentenced to community service and jail time. But, if you're at "The Red Dragon Tavern", exchanging blows with some local thugs, at worst you'll have to run to your rooms (after you loot the unconscious or dead thugs) and play dumb, or just leave town and hide in the wood.

But, this was all done in the name of freeing ... oh hell ... I don't know ... The High Elven Kingdom of Kelwithe, who at one time were allied with the broken human kingdom of Harad-Gor, both of whom used to fight orcish warbands.

In a sci-fi setting, if you're playing on the frontier, I would think there might a dash of "the old west" going on there, with the occasional fire fight, the sheriff coming in with a posse armed with laser pistols or what not, and quelling things, then telling you to "ride out of town"; i.e. get the hell back in your starship and don't come back.

But, again, if you're trying to find the lost HIMS Super-Dreadnought IMPERIUS, which has data tapes on how to fight the dreaded wave of Rothgar aliens and their black ships of ultra-tech death, and if the local law knows that, then, in a sci-fi setting, you'd probably get a pass. In the real world you'd be spending time behind bars.

So yeah, I don't want adventures about "rape and pillage" a-la Vikings in space, but an adventure is supposed to be an adventure. You're breaking the law when you take on that secret knoll of Zhodani commandos who've made a base in the heart of Regina's main startown, and start a fire fight.

When that ship just stole your hottie patron princess who's flipping the bill for your story-arc campaign (whatever it is), and you guys decided to give chase, open fire and board her, then, yeah, that's breaking the law.

So yeah, I am curious where Traveller might be headed adventure wise.
 
[Edit: Cross-Posted with Blue Ghost's post immediately above]

And while I was away I thought of this, expanding on my point above:

The Errol Flynn The Adventures of Robin Hood glorified crime as well.

In adventure fiction, there will be crime. In Basic Traveller we have men and women drummed out of the service with skill sets that are, for the most part, unsuited for civilian life. (The theme of many stories about soldiers, as well as the lives of many soldiers after service.) Miller creates an implied setting of a frontier environment and unleashes these protagonists upon it. Of course there will will be crime.

The question is: What is the crime about? It might be for selfish reasons (The Man Who Would be King) or what some would call noble reasons (The Adventures of Robin Hood). But it is crime in either case. And certainly King John sees Robin hood as an outlaw and, according to the law, he's right.

This is why Mike's points about the early Traveller supplements are so important. The Imperium is decadent, in decay, and doing horrible things to people and alien species. By creating a government that is a worthy adversary, there's something for the PCs to fight against for the good. But if Pax Imperium is simply a well run government meaning well for everyone around them, and you've got a bunch of PCs armed put with martial skills and weapons, what the hell are the PCs supposed to do?

It's a solid question. And simply saying, "No adventures dealing with criminal behavior on the part of the player characters" doesn't address it at all.
 
Hi Blue Ghost,

Here's the magical thing about frontier/backwater environments:

The "law" is being made.

Even if there is a lawman, or a government, it still is all a tossup about who will be writing the history, which government will win, whose authority will decide who is is the good guy and who is the criminal.

This is why I found the Spinward Marches so stultifying. I know they were supposed to be the frontier. But it sure as hell seemed to me that everything was pretty much settled. This is why the Zhodani had to be introduced and an entire war set in motion from across the Imperial border in order for anything to happen.

Think about this: The frontier was so settled that the most interesting thing anyone could think of was an invasion from outside the setting.

Now, that isn't saying anything about the setting itself as a piece of imaginative work. But as a backdrop for Player Characters to have adventures... Folks, that's a problem.
 
Hmm...got something started here.

I once did a rough count on missions in 76 patrons. It was something like 30% good, 40% neutral, and 30% crook. I think the problem was everything was new and that was the expected way of playing games. How many DnD games were rob a wizard or break into a opposing sides dungeon fort? Right or Wrong had nothing to do with early adventures, it was about the adventure itself. As we got older and the industry got more stable things started to even out and there were some rules put in place.

Marc's rule about law breaking is sort of like saying you can not play Evil characters in DnD games. His game, His rules, but it takes away a whole layer of the game. A planet revolting from a corrupt government, or breaking into a Mega Corp building to expose fraud or public safety issues, or even the destabilize a planetary government tickets all fall into the bad area but make good games. I am not saying being evil is a good thing but playing a lawful Evil character in a good party is Doable and can be fun for all...as long as you do not step over the line.

But then in today's lottery by lawyer law system I guess companies have to over react to survive at times.
 
If I understand the official text of Avery's concerns, he created the current rules to steer the game away from what I'm guessing were game sessions that he witnessed or heard about or read about here that involved extreme sex and violence.

Me, I can't imagine being part of a game session like that. Back in 2002 or 2003 I went up to San Francisco for a session of Star Fleet Battles (we were allied powers going up against the ISC, I was Feds). One player (let's call him D. L. to protect the not so innocent) told me about a Traveller session where he was disposing of body parts. I won't say how, but he thought it was funny as hell, and I thought it was sick and disgusting. I can't remember all of his story, but apparently it was something akin to "The Wild Bunch". Well, okay, whatever. It's not something I would participate in.

I told this story one time before, and that is one of our gaming group members had us do a rescue op to save a princess from a brothel. Fair enough. I mean saving a woman from a "fate worse than death" is up my alley. But once we were in the midst of the adventure things got very X-rated, and all I could do is shake my head. I'd really had enough of that guy, and so I tossed a grenade into the armory, and the adventure ended not soon after. One of our guys said "Ghost is right, this place is evil." What's even worse is that we were gaming in a very Catholic household, and the parents of the brothers hosting the game were watching TV two rooms over (the kitchen acted as a buffer, and the TV was turned up, so they didn't hear us), but I was embarrassed all the same.

I wasn't just embarrassed, but really ashamed because the guy who formulated that adventure was, at the time, a good friend. Needless to say he did not run another adventure as long as I was playing.

The adventure concepts I have jotted down deal nothing with the kind, but some of them do touch on more fantastic sci-fi realms.

So, my overall current "outlook" is as follows; no time travel, no leaping to alternate universes where you can come back, and no adventures dealing with criminal action. Combine that with the other restriction I mentioned earlier in this thread (in a tongue in cheek sort of way), and I'm wonder what's left.

Traveller has no space monsters (no Trekish Doomsday Machines or Vampire clouds nor giant Ameobas). Traveller has psionics but no "force" or light sabers. We're a bit at a loss for mega or ultra tech.

I don't know. I mean I would never write an adventure where the players have to go kill an upstanding member of society for a paycheque (another adventure my EX-"friend" try to run, and we ended it there actually), but that's just my own personal code of ethics kicking in.

But like you all said, what about that corporation that's hiding data and repressing the locals on a planet?

I mean, do you write an adventure where the players have to go through the court system challenging the legalities?

Do we get a new set of rules describing Imperial Court Procedure, rules of evidence and witness conduct? Writs? Warrants? Rules about law enforcement powers?

What kind of game would that make where you need a permit to carry a weapon, and then once engaged in a firefight you turn your weapon over to the authorities, then a bunch of NPCs investigate your actions, and then the game steers you to a court room where you rehash your one action in a court room drama.

You tell me.
 
You tell me.

Well, I can't. Because the underlying assumptions of "an adventure" where the players are either/or a) told what to do; b) assumes their choices and the path of adventure, are not how I Ref.

First of all, remember that I'm talking about a house game in the following comments. I've played my share of one shot and convention games and they all suffer -- in my view -- from the same problem: The assumption that the Players will be invested in whatever is going on for those four hours. Now, sometimes this isn't a problem, and it's magic. But when it is a problem, man, is that a grind. (If not, in the stories Blue Ghost has shared, really awkward.)

I don't really want to play that way anymore. I want my players to have lots of freedom as to what to do with their PCs.

So, Traveller at home, with several sessions to play:

Rules as Written:
Patrons: Remember that in Book 3 and in Supplement 6, the Patron rolls are random rolls. More importantly, the PCs always have a choice to take the job or not. This second point is vital. The PCs can walk away from a job offer, ply the lanes making speculative trade (or working passage), looking for new work, a new roll every week.

What jobs they take or don't take reveal the character of the PCs (and the Players!). But the way the game is written the Ref doesn't show up with "an adventure" -- we find out what job the PCs are willing to pursue, and which of those they aren't, and we go from there.

The Fallout of Rules as Written:
I really can't stress the above points enough. It is how the Patron system was designed to work. Whether or not people used it that way is another matter.

But there's lots of implications of using this system.

1) Having overly detailed plots and adventures worked out makes little sense, since the upfront cost of writing up scenarios which can be turned down on a whim makes little sense. (That Refs arrived with very detailed adventures is why Players often assumed they had to take an adventure, whether they were interested in it or not. Either the Ref was explicit or applied social pressure to say, "This is it guys. You have to agree to assassinate someone or there's no game tonight.")

2) Given point one, one must then accept the fact that Traveller play is much more improvisational than one might think by looking at published adventures. But then, look at the bulk of Traveller's adventures! They are thin in detail by the standard of most other RPGs game lines. This is confusing, at first, I think, until one realizes that most Traveller adventures offer Situation to spark crisis, opportunity, and choice -- and then everyone hangs on for dear life as the adventure is created on the fly.

[Note: If the Players and the Ref make sure to end a session after an adventure wraps up by finding and accepting a new job from a Patron, then, of course, the Ref has time to go write up an appropriate adventure. I'm not always sure how practical that is.

3) Fallout from Choices: However, not all is lost. If one removes expectations of a) what the PCs will say yes or no to, and b) any explication of scenario or plot for "an adventure" one falls back on the fallout from choices, putting new threats and opportunities in front of the PCs.

For example, if the PCs decide to assassinate someone, then they have to make plans built off of Ref's information. Then, as they move forward, things will go wrong, or right, and new problems will arrive.

But keep in mind, other options are available. The PCs might decide to warn the target. The PCs might just walk away from the whole crazy mess. In either case, the person who might have been their patron is now their enemy. And this is awesome! They have a new slew of potential allies or enemies.

The trick is to keep letting this roll forward, with new complications, threats, and opportunities arriving in unexpected ways, letting the PCs make new choices, and so on.

The mistake I made in my youth reading the Traveller material was assuming the adventures were "closed" -- that is, that they had a beginning, a middle, and end. Rather than starting with a situation, letting the PCs get into trouble, and rolling forward until a new big situation arrived. Because, after all, as long as the PCs are engaged in shenanigans and trouble, all is well. It doesn't matter if there is "an adventure" -- the PCs are having an adventure. And that's the point.

4) You'll note that everything I've typed so far blows past any concerns about published modules. I'll lay my cards on the table: Years ago for White Wolf Magazine I wrote a series of articles called The Interactive Toolkit. And one part was called "Why Do Modules Suck." The short version of the essay is that the since the PCs (via their Players) have to be invested in the module, there's no way for a module to work since some guy sitting in an office at West End Games has no clue who your Players are, so there's no way he can come up with a module that he knows will intrigue them. Moreover, since most modules in the late 80s through the 90s were all about building really specific "stories" that the PCs had to follow, the Players actually had very little agency about what choices their PCs could make. They couldn't say, "Let's go warn the target of the assassination," a third of the way through the adventure, since that would blow up the last two thirds of the module the GM had paid for. [Note: Of course, they could do that, and some GMs would roll with it. But then why buy the module.]

I also wrote these modules years ago. I know two things: People wanted them, and they kept publishers in business (and thus put money in my pocket). So I see why they were made. What I'm saying is, "Are they good for the table if they remove agency and choice about moral dimensions form the table?" I say, nope.

This means I'm blowing past all formally structured modules, as well as DGP's Nugget System and more. But I point you back to the Classic Traveller adventures -- the Adventures, the Double Adventures, the Amber Zones in the JTAS. It is crazy how little they describe. They are inspirations for situation and little more. And when they try to get too specific they become a kind of sad railroad of the sort I don't like very much.


So, an Example:
Across the Bright Face has a terrific situation for play. The PCs get hired as body guards. There's nothing criminal about that.

But then we flesh out the situation. Why are the miners throwing off their shackles now? Where did the weapons come from? My own instinct: Off world interest are funding the miners in a home of stealing the world away from its corporate control. The PC's Patron dies and we... don't know what the PCs will do.

Certainly getting off world ASAP is an option. But they could end up working as a covert team to help destroy key elements of the worker revolt. Or they might decide the conditions on Dinom are terrible and the miners are right and side with the miners. If several NPCs and social situations are built up from both the miner points of view and the corporate security points of view, the PCs might get pulled into deeper into the conflict because they might choose to care or get involved. The PCs might get captured by the miners and offered a chance of escape in return for something else. The PCs might accept or not. They might take the deal, but as a ruse. At that point getting off ASAP isn't the adventure. Or they could just end up being cold-hearted badasses and doing exactly what they have to do to survive and get off world. Honestly, I don't care. I want to find out who the characters are from the choices they make. The adventure grows from what the PCs choose to do.

And no matter what they do, if there are off-world interests at play on Dinom, the moment they get off world these factions will have an interest in the PCs. These interests will see them as enemies or allies. There is a cold-war going on between noble and corporate interests, the situation on Dinom is not yet resolved, and either faction might want to get more help from the PCs... or shut them up. The PCs might run to a faction offering help to get the other faction off their backs. They might just flee, with agents of the aggressive faction on their tails. And so forth.

The Ref's job is to take note during play of what they Players do take an interest in, what they do care about, who they choose to declare an enemy and friend, who they help, who they shoot without question, and build these factions up in terms of organizations and specific PCs. And these become the new threats and opportunities.

The point is, the PCs will make their own choices. And those choices will have consequences. And from one situation -- body guards losing their client at the start of a revolt on a mining colony -- weeks of play sessions might get spun out. This, in turn, depending on how the Ref builds out the web of conflicts about Dinom and the importance of the revolt on Dinom, could be the springboard for an entire campaign. (And the revolt should matter because... well, why not? Why put the PCs there if what is happening doesn't matter?)


So, to answer your question: I have to sidestep your entire premise. Because I don't like the idea of arriving with "an adventure" and expectations of what the Players will do.

Now, if the Players are just immoral, immature assholes, I won't play with them anymore. But that's not the question on the table. We're talking about scenarios -- what are they, how to run them, their nature. And the above is my answer to that subject.
 
Criminal Activities and PC's motives

A while back, someone gave advice to a new referee concerning running the game. The poster suggested mining episodes of Burn Notice for inspiration, and I thought, "brilliant!" After all, most episodes revolved around a patron seeking someone to do a job, and the creative execution of the jobs. Several things were always in play, though:

1) Michael, the main character, was always in the position of turning the job down if he didn't like it (well, except for those he was blackmailed into); he always balanced the decision with his own conscience.

2) In the cases where he was coerced into jobs he found distasteful, he spent his energies trying to turn the tables on his "patron."

3) He frequently, if not always, entered into criminal activity to accomplish his jobs. But whether it was robbery, assault, forgery, or whatever, it was always done in the interest of a greater good, seeking justice, sometimes at the expense of the law.

Of course, when presented with similar circumstances, there's no way of telling what PCs would do. But many virtuous literary adventurers engage in criminal activity to meet their goals--justice over law. And, those adventurers often struggle with the hard choices presented to them.

Well, maybe not Slippery Jim deGriz, but many nonetheless. :devil:

I, for one, think presenting these hard choices to PCs (and thus the players) makes the game much more enjoyable. Of course, it helps if there's a level of maturity among the players, but you can choose who you play with.

Just my Cr 0.02 worth.
 
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