IanBruntlett
Emperor Mongoose
Just finished a Traveller session with Nicola, a friend. I've lent her a copy of the Traveller core rules. She came round for a Traveller session, armed with sheafs of paper with suggestions on.
We've got a group of approximately 3 players, its fairly informal. Sometimes people turn up, sometimes they don't.
We're currently working our way through the "Beltstrike" adventure book. I've taken to writing notes for the players, titled "The Story so far", in an attempt to cut down on repeated exposition.
Nicola's suggestions included:-
1. Stay with the Traveller Universe (she wanted me to pick a sci-fi book and run a campaign based on that. If I get someone else to GM then I could start preparing something like that - probably Marion Zimmer Bradley's Darkover series).
2. Give player's a good idea of the session's purpose & background information. I _try_ to do that - but I feel I've got to balance exposition and action.
3. Have a Q & A session at the start of a role playing session so the players can confirm what they think is correct.
4. Have "Story so far" notes.
5. Have a copy of the core rules available for anyone interested.
6. Involve more people with refereeing.
We've got a group of approximately 3 players, its fairly informal. Sometimes people turn up, sometimes they don't.
We're currently working our way through the "Beltstrike" adventure book. I've taken to writing notes for the players, titled "The Story so far", in an attempt to cut down on repeated exposition.
Nicola's suggestions included:-
1. Stay with the Traveller Universe (she wanted me to pick a sci-fi book and run a campaign based on that. If I get someone else to GM then I could start preparing something like that - probably Marion Zimmer Bradley's Darkover series).
2. Give player's a good idea of the session's purpose & background information. I _try_ to do that - but I feel I've got to balance exposition and action.
3. Have a Q & A session at the start of a role playing session so the players can confirm what they think is correct.
4. Have "Story so far" notes.
5. Have a copy of the core rules available for anyone interested.
6. Involve more people with refereeing.