Expanding Traveller's Audience

alex_greene said:
Any thoughts on bringing awareness of Traveller to audiences such as boys, girls and young women?
Buy them a copy of Traveller instead of D&D. Kids tend to stick with games they started with. See massive crowd of D&D adults.

Girls like the Firefly TV show. Include the DVD set with the Traveller book.
 
Every Saturday I'm at the local gaming shop. When not part of other RPGs going on, I always have Traveller to mess around with building worlds and ships or working on one of the topics from this forum with books and paper spread before me. I've had many people, young and old, show curiosity and even ask about the game. Right location and right circumstances to run a sales pitch for Traveller. Some actually picked up the Core Book. This has included women. As with anyone, you ask what interests them about science fiction in general and what they would like to see in a scifi game. A referee should always tailor games to the player and that goes for attracting potential players.

I'm an older player so there aren't a whole lot of other situations where I'd be hanging with younger kids to show off the game.
 
alex_greene said:
Any thoughts on bringing awareness of Traveller to audiences such as boys, girls and young women?

Hire a marketing firm with the experience of marketing to those groups.
 
I know 'Free RPG day' has gone for this year, but what about producing a quickstart set as a booklet to give away? 6 pre-gen characters, a small ship with a sample deckplan, a couple of quick scenarios and a very much simplified set of rules? You could probably get all that in a 6 page booklet that would serve as a way to get new players playing and then picking up the main rules.
 
Also...

* Examples that follow the rules. Things to give examples of:- character generation, combat, spacecraft travel, spacecraft combat.

* Glossary.

* Available as a free PDF.

* Overview of other Mongoose Traveller books so that newbies know what to buy next.
 
Adventures.

The number of adventures you can get, for free or quite cheap, for say D&D is vast beyond imagining. While Traveller does have some bit of backlog, and some great new adventures (some of which are free!), it doesn't nearly compare.

That gap doesn't just mean less overall adventures, it means less that may suit this campaign, this group of players, this GM, this setup.

One thing I feel lacking, is "Self contained adventure for a 'typical' crew of a 'typical' free trader, that can be slotted in to an existing campaign, without majorly upsetting it".

Just going through the offerings from Mongoose on drivethrurpg. Let me be clear, I'm rating them ONLY by the criteria of "I've got a group of typical free traders, this is not the first adventure and it's not the last. This will take a session or two, and the players may be richer at the end but will still be typical free traders. This is just one of the many wacky hijinks they get up to in their life free trading". I don't want to have to say "Well this is a cool idea, I can shoe horn it into my campaign if I do THIS and THIS and THIS". The "group of free traders" is supposed to be the default campaign of Traveller, there should be adventures that support and encourage this. I use this criteria because D&D has quite literally *hundreds* of adventures like this, and they are very useful.

1) Beltstrike. Is actually not unreasonable. The various chapters here could be split into separate adventures undertaken by said "typical" group every time the visit that one system. However, it's not presented as that, and it's certainly not presented as that without some work. Even as is it's as much a toolkit for a campaign as a campaign/adventure in and of itself.
I ran a really great campaign with Beltstrike, but I had to do a lot of work, and the most memorable bits were ones I inserted. All this is fine and grand and it's great, IF there were these mythical "generic, self contained adventures" to go with it.

2) Prison Planet. Worthless for most groups, most GMs, unless they *happen* to all be captured, the soft landing from a TPK.

3) TCS, won't even comment :p

4) Into the unknown. Again, it's specific characters on a specific ship. My Firefly knockoff crew looking for their 3rd or 4th adventure need not apply.

5) Crowded hours: All 4 assume the PCs are in particular situations, not aboard their free trader. A lot of these adventures would be trivialised if that free trader *was* bobbing around, and getting the PCs out of it is a contrivance. "That thing, which is supposed to be the N+1th character in this N character group, that ye've invested time and emotion into, will not appear in this episode".

6) Patron Encounters: More like it, but all are short, "Adventure suggestions", rather than complete adventures in and of themselves.

7) Secrets of the Ancients: Starts off well, but quickly you loose that "Group of scoundrels in a free trader" thing. If this is the campaign you are going to run that's fine, but as an adventure in an existing "free trader campaign" it is not.

8) Sitreps. Again they assume particular ship doing particular thing, and that ship is not a free trader, that thing is not free trading/smuggling/odd jobs.

9) Spinward Salvage: These seems a little more like it... but it's heavy on detailing the salvage ops and light on adventure. As a toolkit for a campaign itself maybe.

10) Adventure seeds: Seeds, not adventures.

11) 760 Patrons: Again seeds, not adventures.

12) Tripwire: A campaign rather than an adventure, although from what I remember, this isn't far off what I'm looking for.

12) Pirates of Drinax: A campaign, and very much it's own thing.
 
1) Advertise the pocket handbook of Mongoose Traveller more making sure to include a link to drive thru rpg or rpg now.

2) Keep an eye out on Drive thru rpg or rpg now for the freebie adventures, it doesn't matter if it isn't Traveller only that it inspires you!

3) We really need a thread where they discuss the adventures they run or what happened sort of like a review from either the gm or player's perspective.
Doesn't have to be specific as to who was involved just something to highlight these games are possible and to give new players a reason to want to play.

DND had comics which even went as far as listed player stats, I believe Spinward Traveller has plans along these lines as part of its kickstarter... any word on that?
 
Hopeless said:
3) We really need a thread where they discuss the adventures they run or what happened sort of like a review from either the gm or player's perspective.
Doesn't have to be specific as to who was involved just something to highlight these games are possible and to give new players a reason to want to play.

That's a great idea, several times I've read through an adventure, or in prep to run it, and thought "but hang on, how do I handle this? How did other people handle it? To google" and got nothing, and thought "does anyone even play these?" :p
 
One thing Paizo and Hasbro does with their marketing of their versions of D&D is sponsoring official gaming campaigns or Introductory scenarios registered GM's can access then get people in by also registering them as players. Something also about game stores getting 'accreditation' for sponsoring and announcing such events. At beginning levels for both intro games and campaigns, there are pre-gen characters for people new to the game or just need a quick character to get in. They get schooled not in building characters but playing them while learning about the rules.

What Traveller needs are similar Intro scenarios with an assortment of pre-gens giving potential players a window to what is possible. The scenario (or campaign) should be a teaching experience for the rules in play and let players experience a variety of situations and events common in the game. This should include both personal and ship combat and skill and ability challenges. Controlling campaigns in the official D&D events is done with characters as part of organizations given tasks. This could work for Traveller too as some form of independent mercenary or adventuring outfit.

Another idea are scenarios based around purpose such as trading, military, pirating, mining, exploration or even colonization so the players have a cohesive background and mission. These can be a series of independent short intro booklets allowing the Referee and players to choose what style might be most interesting to them.

Keep these fast, simple and fun for a first experience.
 
Not just awareness of the game, but an understanding of what's fun about it. What makes characters really cool? What happens in the game that's fun?
 
Experience points and treasure, which appeals to the video gamer persona.

In Traveller's case, think of structuring the adventure like a TV episode, though that would apply to most scifi RPGs.

And what's can be defined as fun seems to be an understanding of the player's emotional triggers.
 
tolcreator said:
One thing I feel lacking, is "Self contained adventure for a 'typical' crew of a 'typical' free trader, that can be slotted in to an existing campaign, without majorly upsetting it".
New players that just bought Traveller are not going to be looking for free trader adventures. They already have a specific sci-fi setting in mind, and are just learning the rules of the game.
 
One thing that would also help sell Traveller a lot is the good old standby... better artwork. Get rid of the current artists and start fresh with new space scape artists. Enough with the canon ship drawings that are 3rd Imperium specific.

I know this is a hard point because of how jump drives work in the game, and players want example ships they can look at. But 3rd Imperium books are for just that. So throw in all kinds of ship designs in the core rulebook. All original, but have some recognition with movie ships out there. Players are more involved when they see "their" favorite ship-alike laid out.
 
ShawnDriscoll said:
One thing that would also help sell Traveller a lot is the good old standby... better artwork. Get rid of the current artists and start fresh with new space scape artists. Enough with the canon ship drawings that are 3rd Imperium specific.

I know this is a hard point because of how jump drives work in the game, and players want example ships they can look at. But 3rd Imperium books are for just that. So throw in all kinds of ship designs in the core rulebook. All original, but have some recognition with movie ships out there. Players are more involved when they see "their" favorite ship-alike laid out.
Agreed. A more modern look to the books might be more attractive to the novice Traveller player, especially if it is competing with more 'glossy' rpg books.
Still think more could be done to attract them to the game before they even see the main books though!
 
Rick said:
ShawnDriscoll said:
One thing that would also help sell Traveller a lot is the good old standby... better artwork. Get rid of the current artists and start fresh with new space scape artists. Enough with the canon ship drawings that are 3rd Imperium specific.

I know this is a hard point because of how jump drives work in the game, and players want example ships they can look at. But 3rd Imperium books are for just that. So throw in all kinds of ship designs in the core rulebook. All original, but have some recognition with movie ships out there. Players are more involved when they see "their" favorite ship-alike laid out.
Agreed. A more modern look to the books might be more attractive to the novice Traveller player, especially if it is competing with more 'glossy' rpg books.
Still think more could be done to attract them to the game before they even see the main books though!
Maybe give Mongoose Traveller its own website with splashy artwork, instead of showing just a page of thumbnail book covers with barebone descriptions.

Another thing to change probably about the marketing: speak to players new to sci-fi role-playing instead of catering to old dudes that already have the Classic Traveller books and refuse to let go of them. Players new to Mongoose Traveller that I run into a lot on the NET are those that have never played a Traveller game before. They have all kinds of campaign ideas they're planning for using Mongoose, which is cool.

A lot more Mongoose players really need to have YouTube channels where they upload their Traveller gaming tips and ideas. I'm one of the very few out there doing this. Best to have a wider range of ideas for MgT on the Tubes for players doing video searches of the game.
 
ShawnDriscoll said:
One thing that would also help sell Traveller a lot is the good old standby... better artwork. Get rid of the current artists and start fresh with new space scape artists. Enough with the canon ship drawings that are 3rd Imperium specific.

I know this is a hard point because of how jump drives work in the game, and players want example ships they can look at. But 3rd Imperium books are for just that. So throw in all kinds of ship designs in the core rulebook. All original, but have some recognition with movie ships out there. Players are more involved when they see "their" favorite ship-alike laid out.


Well I have good news and bad news....There is a new designer around..ME...(see upcoming releases Commercial Starships).And the Artist they have doing the final work has really put there own touch on the concepts I gave them. And from what I've seen it's nice solid artwork. Which is about the best you can do with A lot of commercial haulers and tankers....

.. Unfortunately it's not in the core book..hopefully if it's well received It might one day grace the same pages as my favorites from old...(hey I can dream ) If I get another chance I am hoping to put some of my "Sexier" designs...fighters and warships can be a lot prettier than a space buss/truck

these are some of the base drawings of my stuff.....so you can see what styles I am aiming toward....Now remember these are old, and were done merely for my enjoyment, not publication :D......that and the designs were not intended to fall within the 3rd Imperium framework so they have some design elements that aren't typical for a Traveller design.

If this is what you are looking for...well Hope my first project does well and I get a second shot at doing some work for the MgT series :D.....<not so subliminal suggestion> Buy my Book</>:P (joke)
quetzl_sneek_peak_by_wbyrd-d5d9vdc.png


By the way if you want to see more of what I do..I do have a deviant art page you can look at. http://wbyrd.deviantart.com/gallery/35344950/Game-Ships


As for boosting awareness and getting more people interested...I have two game stores within 15 minutes of my house....whe I moved into town I discovered out of al the games going...no one was running Traveller...so I started doing one shots, and starter games for interested people...unfortunately the first one failed spectacularly when I had to relocate suddenly..but that group picked up the game and are now running it on their own...

Of the two new groups I have at the local stores people get into the system once you introduce it to them...so maybe people getting out and finding a venue where they can run a game once or twice a month is one answer...
 
That artwork above and the rest on your deviantart page is the type of illustrations i would like to see for my Traveller games. There is no particular way a jump drive ship has to look, and the above examples are, at least to me, nice looking, imaginative ships.
As for the points about giving Traveller more coverage, we need decent starter set and i think a quick start rules booklet would be a great idea, we need more adventures that show all of the type of games you can play using the Traveller universe not just free trade orientated adventures. I have personally introduced a lot of new players to Traveller by running many online games (another area that could be used to attract more players)and they are hooked because of the wonderful life path system for characters, the simple system and the 'freedom' that Traveller offers as a rpg. Artwork has been a big help for online games in particular (Any image by Ian stead or the art that Shawn Driscoll puts up on google from time to time, often linked in my games to give a good visual of what Traveller looks like.)
 
Artwork is important as inspiration and visual aids.

Fantasy art by it's nature comes close to generic, you can practically use it anywhere and in any game. Scifi art is rather more specific, and tends to need to clearly differentiate franchises.
 
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