How to run it?

Discuss the Traveller RPG and its many settings
Lesser Spotted Mongoose
Posts: 602
Joined: Sat Jun 11, 2016 6:25 am

How to run it?

Postby JMISBEST » Sun Feb 03, 2019 11:16 pm

In a scenario idea I'm working on as a 1-off adventure 25 years after The Drinax Finale how would you suggest running a battle that not only do the characters have to lose it but it must end in themt being captured by the bad guys so that A Imperial Spy among the bad guys can give The Pcs information that will guarantee that The whole Trojan Reach, not just Drinax, doesn't fall to a alliance of Rogue Zhodani Nobles, Rogue Aslan Ihateia Rogue Imperium Naval Ships and The Ine Givar
M J Dougherty
Posts: 137
Joined: Sun Aug 27, 2017 8:12 am

Re: How to run it?

Postby M J Dougherty » Mon Feb 04, 2019 12:52 am

To borrow a line from The Martian, you're going to have to railroad the **** out of it.

You're (apparently, I have trouble following your stream of consciousness) asking how to create an extremely specific outcome. The only answer to that is to script it closely. It is quite simply not possible to set up a situation where the numbers make an outcome inevitable when there are Travellers with freewill involved. Which for most of us is what the game is about.

It is entirely unreasonable to expect other people to come up with solutions to your oddly specific situations that will give exactly the result you want. Also, impossible.

So, YET AGAIN, if you want that particular outcome then script it. Otherwise just set up the situation and see what happens.
Cosmic Mongoose
Posts: 2858
Joined: Sun Dec 13, 2009 6:13 pm

Re: How to run it?

Postby ShawnDriscoll » Mon Feb 04, 2019 1:34 am

Traveller's system is not a story-teller system. You'll need to use a story-teller system for your game, and attach a super chunky meta-plot to it. Not sure what you would need players for exactly. It maybe best to just write a book and give copies to your friends to read.

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