• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

What do you ask players when forming a game?

Leitz

SOC-14 1K
Admin Award
Baron
Some of the things that come to mind are:

SF favorites; movies, books, tv shows
Merc, Trader, Explorer, or ??
What entrances you about SF?

What else? I'm trying to make sure when I start my game there's a shared vision. One of the issues Traveller has is that SF is so broad that people can come in with wildly different expectations. With D&D it's generally LoTR based, with some mythology. Genre specific games like Star Trek and Star wars have their own expectations and environment. Traveller is wide open.

Leitz
 
That's a good question.

I my latest (and truth be told, only recent) Traveller campaign, I presented the game as a short campaign (really a "one shot" game, but given my group's playtime situation, the game takes place over multiple 1-hour sessions) that pits some characters against "Death Station". I included the pre-generated characters and had my players pick their favorites, then wrote up a simple background for them.

But if I were doing a campaign, I'd probably ask:

Game Type: how much cohesion between "capers"?
* sandbox - random encounters, tracking all expenses, basically "using all the rules".
* saga - one of the published "sagas" like the Sky Raiders, the Twilight's Peak sequence, etc.
* episodic - like sandbox, but with less attention to "between" time and finances.

(Episodic is an idea I've been playing around with. The idea is that each session will be like an episode of a TV series, but without any story arc to speak of. Players still spend their earnings on personal equipment and ship upgrades, and naturally there will be recurring characters, but the Ref can always start an adventure with, "a series of bad deals finds you preparing to depart from Vanejen with a nearly empty hold and little free cash. Which makes the Vargr's offer all the more tempting....")

Game Focus: what should players be considering when they make their characters?
* Merc - everyone's a fighter, the level of equipment available can be pretty intense.
* Travellers - the players run a merchant ship and always need money, but can "aim to misbehave", bounty hunt, trade, or even attept to lead respectable lives, but are still responsible for their ship.
* Scoundrels - Less responsible Travellers
* Explorers - the players are part of (or maybe all of) an externally funded mission
* Dilettantes - adventures of the rich and famous, probably in more high-tech settings unless they're out on safari or something.
* Other stuff I'm not thinking of right now

Setting: where will this campaign take place?
* How accessible is technology? Is this the frontier, or are there ships bringing in high tech goods from the core every day?
* How well developed are the worlds you'll mostly be visiting? Small towns with largely unexplored planets? Huge metropoli with sophisticated infrastructure?
 
What fiction character is a lot like your character?

What group(s) would you want to join?

If the group you're in had a purpose, what would it be?

How strictly does your character follow law and social convention?

What challenges your character?
 
hdan, good thinking! One of the things I'm considering is telling the players "These are the things I don't do well. If you want to contribute to the campaign, feel free to write stuff up." For examples, I'm lousy with animal creation.

Leitz
 
First thing is tell players how you run your games. I do not allow illegal activities for player characters except under exceptional circumstances. I view rules as guidelines, not as set in concrete, and I tend to modify every game that I play or run. As Gamemaster, I run the game, and if a character starts acting in a manor that I do not regard as acceptable, he will get one warning, and then bad things start happening to him and the group as a whole. Rules lawyers will be shown the door very quickly.

If they have a D&D background, I ask them what their character alignment normally is. Evil types, especially chaotic evil types, as advised to look elsewhere.

I ask them if they are going to take good care of the NPCs that they may hire. I normally role up significant NPC hirelings, give then a background, use them to feed information to players, and keep track of what they do, as recurring characters for use in a campaign. If they start to use the NPCs as "security men" or cannon fodder, bad things will start to happen.

After that, anyone still left is asked what type of character are they thinking of playing, and I see if we have a functional group. A range of characters seems to work best. Then I have them role up characters and based on those, figure out what sort of adventures/quests to develop. I like to run more trade-based or quest-based games. I am not interested in setting up a mercenary outfit for their benefit or running a small war. The sort of things that I like to run are things like Leviathan, Chamax Plague/Horde, Research Station Gamma, and Twilight's Peak. I am not into Mercenary, Striker, or High Guard.

As an example why I ask what type of D&D characters they may have played or play, here is what a friend and I did to one teenage Dungeon Master at a local convention. We were handed pre-generated characters, basically all of which were some type of evil. I was given a chaotic evil magic-user to run, and my friend would up with a very strong fighter, also chaotic evil. The DM said that we had to run them as chaotic evil, so I and my buddy had a quiet discussion of how we would play that, and then proceeded. It was an overland adventure taking a couple of days to get to the target. My buddy and I volunteered for the first night watch. Once the rest of the party was asleep, I thoroughly reinforced their slumber with several sleep spells, and then we cut the other 5 throats, and split up all of their goodies. (Think: A Few Dollars More) Needless to say, the rest of the players were not amused. We just looked at them and asked if they had any idea as to how chaotic evil characters would act when a guaranteed rich haul is before them verses a highly uncertain reward in the future. I should note that at the time I was 30, my buddy was in high mid-20s, and we were both seminary students. We were not impressed with being told how we had to act. We left the DM and the rest of the group to sort things out.
 
Last edited:
As an example why I ask what type of D&D characters they may have played or play, here is what a friend and I did to one teenage Dungeon Master at a local convention. We were handed pre-generated characters, basically all of which were some type of evil. I was given a chaotic evil magic-user to run, and my friend would up with a very strong fighter, also chaotic evil. The DM said that we had to run them as chaotic evil, so I and my buddy had a quiet discussion of how we would play that, and then proceeded. It was an overland adventure taking a couple of days to get to the target. My buddy and I volunteered for the first night watch. Once the rest of the party was asleep, I thoroughly reinforced their slumber with several sleep spells, and then we cut the other 5 throats, and split up all of their goodies. (Think: A Few Dollars More) Needless to say, the rest of the players were not amused. We just looked at them and asked if they had any idea as to how chaotic evil characters would act when a guaranteed rich haul is before them verses a highly uncertain reward in the future. I should note that at the time I was 30, my buddy was in high mid-20s, and we were both seminary students. We were not impressed with being told how we had to act. We left the DM and the rest of the group to sort things out.

I love it!

I never did like the defined characteristics thing ... which is one fo the reasons I never really got on with D&D.
 
What SF tropes are they familiar with?

What SF inspirations do you draw from? Film, TV, literary - and what properties.

What is your literacy in science? (my games tend to be Hard SF)

Can you get verbal cues (ie fly by the seat of your pants gaming) or do you need visual (whenever, I call a task roll, it is indicated by a different colour index card) or do we have slow the game down to look up rules (almost never an option).

What other RPGs do you enjoy?

What fundamentally terrifies you in real life?

What excites you in real life?

What would you like to do but never had an opportunity or might never have an opportunity?

Do you like music/sound effects in your game?
 
What sort of characters have you played before, and how did you play them?



I don't know if they can answer the second question, but if you can figure out what their playing style is (munchkin, strategist, butt-kicker, ninja, method actor, narrativist, etc), then you know what they enjoy, and you can prepare for each of them tasks they enjoy.
 
Just what would they like to do in a scifi campaign? I can cover about anything else from there and even guide it into whatever direction I would rather they head in if needs be. But primarily I just need to know what goals they might have and then tune the game to match.

I give the players a handout packet that has the history of my non-OTU, the major players, races, power structures, and all the houserules. It also has a section that explains my style of gaming and what is expected from them and can be expected of me so they know in advance what the overall tone of the campaign universe is. But it's a big place and can accommodate just about anything anyone wants to be and do so the players can have as much freedom or railroad as they want and I'm fine with that.
 
Just what would they like to do in a scifi campaign? I can cover about anything else from there and even guide it into whatever direction I would rather they head in if needs be. But primarily I just need to know what goals they might have and then tune the game to match.
I think this hits the proverbial nail on the head. No good me running the game I want to run if the players goals aren't accommodated. So yes, I provide the universe, if you like it you tell me your goals and then providing they fit we can work from there.
 
Have had this discussion with my group since I went to start my Play-by-Post. One of them asked "well what kind of game are you going to run?" and my answer is "what sort of game do you want to play?" Been a bit of a circular discussion for a while. :)

We've finally narrowed down what sort of game he wants to start with, so I have a starting point. (I'm still writing up the first sector+, so we aren't ready to start just yet.)
 
...Traveller is wide open.
The rulesets are pretty wide open (assuming one ignores the OTU, which is still pretty open, IMO) - your game doesn't have to be. Have always run just adventures of my own creation (F2F - i.e. planned couple session games, not sandboxed or multi-month/year campaigns).

All I've really ever asked of players is 'Would you like to play Traveller?' - and then answered their questions...

With the ease of high-level detail generation (characters, encounters, worlds, starships, etc.) and a small bit of flexible planning, I've never had a problem in face-to-face games (PbP is a whole different kind of beast IME). I do adjust for the style of play that interest the players (action/mental), but usually have planned enough to accommodate all the standard desires.

Keeping a game fast paced and rules light using Basic CT random chargen (i.e. lacking much inherent munchkin support) seems to avoid the problems I hear about on forums. But then I don't play games with complete strangers (though invited folks have often brought new folks into the games - probably about 30%, come to think of it) and I give them all the rules that are applicable to my game (i.e. rule books are not for play).

[That last part makes a big difference, I suspect. When I began Traveller, initially only one person had any books... we shared the LBB for chargen and then simply noted the relevant rules on notecards. This isn't as practical when one adds beyond the first 3 LBBs/Basic Traveller or with the full sized books offered in other editions - but then I found that we didn't really need any of that extra material to enjoy the game...(as Ref I have, occasionally, used them for inspiration).]
 
I ask what sci-fi movies they like, to get a feel for the type of sci-fi they like. Then ask what sci-fi computer games they have played, to get an idea of the tactics or strategics they enjoy.

I always end with asking if they watched Firefly.
 
Tell me about the character you have picked from the three you have just generated. What is that character's backstory and why do you want to play that particular character?

Tell me if your character knows the other characters and if so how? The other players are free to contribute at this point.
 
Hmm. Considering that I've been buying and reading Traveller rulesets and supplemental materials for over 40 years (Wow! Has it really been that long?), and working on variations of my ATU, and fiddling with the rules, and making up my own PCs for solitaire adventures, I really haven't had that many experiences with running actual games. My game group was always stuck on D&D, and had to be arm-twisted into trying anything else.

So the few Traveller adventures that I ran for them were pretty much all pre-set, "Here's the situation, here are the PCs. Pick who you want to play." Finally, in college, I got them to agree to a Traveller campaign over winter break. We were at different schools, but I prepared the situation, an exploratory expedition somewhat like Leviathan, and when I was home for Thanksgiving I had them roll up PCs to fill various crew positions. That campaign actually lasted three sessions during winter break, then came New Year's Eve and they wanted our traditional D&D all-nighter, so that was it.

My next real campaign was SBRD (SpaceBadger's Reavers' Deep), a PbP here on CotI in 2013-14. For that one I went through a lot of questions with prospective players, giving several choices of settings that interested me, then asking what kind of adventures they were interested in having, and what degree of sandbox vs. planning by GM. I think it all worked out pretty well. It took us all awhile to get used to the PbP format (I know I messed up the first combat!), but the major issue that developed was me being too sick to continue as meds stopped working, and then having my surgery in Jan 2015 and that idiot Brain Butcher making everything worse instead of better. That was the end of that game.

I also started a few Solo PbPs in 2014. In each of those, I gave the player a couple of choices as to setting, then asked what he/she was interested in doing in that setting. Seemed like we got off to some good starts, but again ended by my surgery.

Thinking how much I'd love to GM again, but just not sure I have the energy or brainpower to manage it.
 
Some of the things that come to mind are:

SF favorites; movies, books, tv shows
Merc, Trader, Explorer, or ??
What entrances you about SF?

What else? I'm trying to make sure when I start my game there's a shared vision. One of the issues Traveller has is that SF is so broad that people can come in with wildly different expectations. With D&D it's generally LoTR based, with some mythology. Genre specific games like Star Trek and Star wars have their own expectations and environment. Traveller is wide open.

Leitz
The biggest question, the most important one AFAICare, is nature of campaign adventure picks.

As in:
Q1: Episodic?
  • No - continuous narrative
  • Semi - continuous continuity including downtime
  • Yes, weakly - adventures disconnected, no downtime mentioned, drop-in/out between adventures
  • Yes, strongly - adventures disconnected, PCs drop-in/out mid adventure

Q2 Adventure choice?
  • GM gives missions from some source
  • GM picks adventures with no "opt not to play this one"
  • GM picks 1 based upon player preferences
  • GM runs the one the players pick
  • GM picks based upon the situation in campaign
  • GM makes it up based upon PC actions, but keeps it adventure focused
  • GM wings it based upon PC actions (aka sandbox mode)

Q3: Canonicity?
Chosen universe's continuity...
  • cannot be changed by PCs; GM will ensure that.
  • continues unless directly affected by PCs
  • subject to indirect effects of PCs
  • ends the moment PC's are introduced
  • ends some point before the PC's introduction
  • What Canon?
 
Back
Top