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Traveller: Tips For A New GM
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<blockquote data-quote="Ycore Rixle" data-source="post: 5315255" data-attributes="member: 675"><p>Decide what your rewards are going to be. There isn't a whole lot in the way of character advancement or "leveling up" in Traveller. The rewards could be money, tech, equipment, contacts, influence, property (I want to own that resort on Smade 6's moon!), story revelations, etc. Story revelations can be the most difficult to pull off but among the most satisfying. I recommend using a mix of all types of rewards, but notice what each player (not PC) likes the best and make sure you load up on that.</p><p></p><p>Ask your group what kind of a campaign they envision, look at what their characters are, and outoline your campaign from there. Is it going to be exploration, a fight to liberate a frontier world from an occupying force, running trade routes through hazardous space lanes, trying to escape the core before the government forces catch up with you, investigation in the name of a powerful noble sending the PCs to see why a world went silent?</p><p></p><p>Find a way to deal with the ship. What is your group comfortable with? Having no ship of their own for a long time, being passengers, commanding a borrowed ship, buying a ship with a loan they have to constantly repay, "borrowing" an ex-wife's ship and having to constantly convince her oh no Imelda I would never have taken your ship to kill Zhodani while you were visiting your mother on Regina, or inheriting a ship they could not otherwise afford?</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 5315255, member: 675"] Decide what your rewards are going to be. There isn't a whole lot in the way of character advancement or "leveling up" in Traveller. The rewards could be money, tech, equipment, contacts, influence, property (I want to own that resort on Smade 6's moon!), story revelations, etc. Story revelations can be the most difficult to pull off but among the most satisfying. I recommend using a mix of all types of rewards, but notice what each player (not PC) likes the best and make sure you load up on that. Ask your group what kind of a campaign they envision, look at what their characters are, and outoline your campaign from there. Is it going to be exploration, a fight to liberate a frontier world from an occupying force, running trade routes through hazardous space lanes, trying to escape the core before the government forces catch up with you, investigation in the name of a powerful noble sending the PCs to see why a world went silent? Find a way to deal with the ship. What is your group comfortable with? Having no ship of their own for a long time, being passengers, commanding a borrowed ship, buying a ship with a loan they have to constantly repay, "borrowing" an ex-wife's ship and having to constantly convince her oh no Imelda I would never have taken your ship to kill Zhodani while you were visiting your mother on Regina, or inheriting a ship they could not otherwise afford? [/QUOTE]
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