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Played some Classic Traveller today
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<blockquote data-quote="payn" data-source="post: 8097613" data-attributes="member: 90374"><p>Sure, when things get hot the PCs can runaway, but that assumes unknown travellers are just welcome everywhere (they are not). During character creation the PCs should be gaining allies, enemies, and contacts. Obviously, they want to leave their enemies and rivals in the dust, but leaving their contacts and allies behind leaves them without anybody to rely on. That makes it difficult to make a living and find adventure. I do agree that the chargen process could do a better job at anchoring the players, but then again the name of the game is traveller. </p><p></p><p>My players where sort of astonished how little combat my games had. The PCs often had to use their skills to navigate trouble, more than using their pistols to kill it. Eventually, they shed the idea that killing people and taking their stuff, is a default way to TTRPG. My players began to expand beyond personal power, and started getting more into the setting. This created an investment in certain sectors that the players wanted to influence. They were interested in finding things to do beyond getting into fights. There is a sense of wonder in exploring strange new worlds. It's very refreshing.</p><p></p><p>If you have the type of players who are not proactive, or the kind that need to be led around by the GM or they blow up the campaign, you can try alternatives to "you have a ship and a mortgage; what do you do?" There are a few campaigns out there that break this common game of Traveller. </p><p></p><p>Some folks do military wargames in space. I believe its called trillon credit squadron. The players will likely be grunts, pilots, and such that are sent into huge fleet battles. Not my cup of tea, but some folks love having an enemy and being pointed at it. Also, getting a chance to fly and fight the biggest and best ships Traveller has to offer. </p><p></p><p>Secrets of the Ancients is a very Star Trek type adventure. The PCs are given a ship and a pretty clear set of objectives to follow. Its probably the least sandbox like game I've run in Traveller. It is appealing because it reveals info about the ancients (a long lost species in the Third Imperium setting) and players might find that very intriguing to discover. </p><p></p><p>The Pirates of Drinax campaign ties the players to the Trojan Reach of the third imperium. Their goals are to establish a presence, build allies, and eventually forge an empire there. It does a good job giving the players a reason to stay in a number of neighboring sectors. It also does a good job of remaining a sandbox style game as Traveller is known for.</p></blockquote><p></p>
[QUOTE="payn, post: 8097613, member: 90374"] Sure, when things get hot the PCs can runaway, but that assumes unknown travellers are just welcome everywhere (they are not). During character creation the PCs should be gaining allies, enemies, and contacts. Obviously, they want to leave their enemies and rivals in the dust, but leaving their contacts and allies behind leaves them without anybody to rely on. That makes it difficult to make a living and find adventure. I do agree that the chargen process could do a better job at anchoring the players, but then again the name of the game is traveller. My players where sort of astonished how little combat my games had. The PCs often had to use their skills to navigate trouble, more than using their pistols to kill it. Eventually, they shed the idea that killing people and taking their stuff, is a default way to TTRPG. My players began to expand beyond personal power, and started getting more into the setting. This created an investment in certain sectors that the players wanted to influence. They were interested in finding things to do beyond getting into fights. There is a sense of wonder in exploring strange new worlds. It's very refreshing. If you have the type of players who are not proactive, or the kind that need to be led around by the GM or they blow up the campaign, you can try alternatives to "you have a ship and a mortgage; what do you do?" There are a few campaigns out there that break this common game of Traveller. Some folks do military wargames in space. I believe its called trillon credit squadron. The players will likely be grunts, pilots, and such that are sent into huge fleet battles. Not my cup of tea, but some folks love having an enemy and being pointed at it. Also, getting a chance to fly and fight the biggest and best ships Traveller has to offer. Secrets of the Ancients is a very Star Trek type adventure. The PCs are given a ship and a pretty clear set of objectives to follow. Its probably the least sandbox like game I've run in Traveller. It is appealing because it reveals info about the ancients (a long lost species in the Third Imperium setting) and players might find that very intriguing to discover. The Pirates of Drinax campaign ties the players to the Trojan Reach of the third imperium. Their goals are to establish a presence, build allies, and eventually forge an empire there. It does a good job giving the players a reason to stay in a number of neighboring sectors. It also does a good job of remaining a sandbox style game as Traveller is known for. [/QUOTE]
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