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Is the DM the most important person at the table
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<blockquote data-quote="pemerton" data-source="post: 7925958" data-attributes="member: 42582"><p>I've GMed quite a bit of Classic Traveller over the past two-to-three years.</p><p></p><p>I won't dispute that it puts certain demands on the GM (as it does also on the players). But I wouldn't say that prep is one of the them. I say this only because I get the impression that <em>preparation </em>is being identified (in this thread, if not necessarily by you) as a significant burden on GMs. And for Traveller I don't think it is.</p><p></p><p>A referee needs to roll up a few NPCs and worlds, true, but that is pretty quick. Designing starships takes more time but the system comes with a number of prewritten designs (analogous to a D&D MM) that are good enough to work with.</p><p></p><p>There's no need to prepare "adventures" in advance beyond these things. It can be played pretty close to "no myth" style, using the various systems (for patrons, other encounters, random generation of cargo, etc, etc) to establish the required setting elements as one goes along.</p><p></p><p>I get the impression that this is different from eg WoD or CoC, which - as I understand it - depend much more on preparing the adventure. (Though I've run Cthulhu Dark sessions fine with no prep and riffing off the players' PC professions to get things going.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7925958, member: 42582"] I've GMed quite a bit of Classic Traveller over the past two-to-three years. I won't dispute that it puts certain demands on the GM (as it does also on the players). But I wouldn't say that prep is one of the them. I say this only because I get the impression that [I]preparation [/I]is being identified (in this thread, if not necessarily by you) as a significant burden on GMs. And for Traveller I don't think it is. A referee needs to roll up a few NPCs and worlds, true, but that is pretty quick. Designing starships takes more time but the system comes with a number of prewritten designs (analogous to a D&D MM) that are good enough to work with. There's no need to prepare "adventures" in advance beyond these things. It can be played pretty close to "no myth" style, using the various systems (for patrons, other encounters, random generation of cargo, etc, etc) to establish the required setting elements as one goes along. I get the impression that this is different from eg WoD or CoC, which - as I understand it - depend much more on preparing the adventure. (Though I've run Cthulhu Dark sessions fine with no prep and riffing off the players' PC professions to get things going.) [/QUOTE]
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