new player - hints

dr fre0n

Mongoose
Hey everyone,

*some context*
I discovered randomly the Traveller universe last year by buying the core rulebook from a library. I tried by the meantime to educate myself on the matter and as a long time rpger (mainly D20), I liked the rules and the setup, very appealing for me. I eventually would like to act as a referee for a campaign with other new-player-friends.

But I admit I am still a bit confused by the sheer amount of rules and available material - but at the same time it make me curious about contexts I would never before imagined. The core rulebook only missed, IMHO (as it was not its goal anyway as I understood), some meat on the context, universe history, existing powers etc. I found some of these answers in the recently released T5 FFE - and well I think I can handle things better from now on. If I don't get something in the Core - I check T5 and am usually getting it.

*the question*
I am looking for an adventure that would be relatively simple to set up for an all newbie Traveller players (including the referee). Like not to much accent on Aliens or Psionics, maybe some spaceships - but I guess I will have my hands full with just running the whole thing and figures rules and random encounters and such. I want to focus on the gameplay so I become more easily familiar with the rules and the feel. While I know there is some great adventures from CT, I would like to ref something ready to play, without conversions between ruleset ideally

I found Pirate of Drinax -it looks very exiting I am really into it - but it looks very broad and sandbox style and I do not want to waste it because I am just beginning. I think I need more a self-contained adventure - I'll do pirates later.

I found Beltstrike - any good ? Or any other suggestions/or known threads on this matter ?

Finally - I which rulebook could be useful in many contexts - like for example Central Supply Catalogue ? Or others?

thank you =)

EDIT : some grammar
 
dr fre0n said:
*the question*
I am looking for an adventure that would be relatively simple to set up for an all newbie Traveller players (including the referee). Like not to much accent on Aliens or Psionics, maybe some spaceships - but I guess I will have my hands full with just running the whole thing and figures rules and random encounters and such. I want to focus on the gameplay so I become more easily familiar with the rules and the feel. While I know there is some great adventures from CT, I would like to ref something ready to play, without conversions between ruleset ideally
Well... for a long time Mongoose had a free magazine - Signs and Portents. I would give you a link to it but I can't find it at the moment. That would be a good place to get adventures from.

Another source of free material is http://freelancetraveller.com/magazine/

For a setting I use "Spinward Marches" which is a traditional sector in the 3rd Imperium (the original Traveller universe, I believe).

As you may have noticed the Core Rule Book is very good.

There is a special deal available called Bits and Mortar where if you buy a physical book from a participating dealer, you get the e-book free.

My favourite RPG book is "Gamemastering" by Dominic Wasch.

HTH!
 
IanBruntlett said:
Well... for a long time Mongoose had a free magazine - Signs and Portents.

Yes I got these at http://www.mongoosepublishing.com/signsnportentsarchive thank you for reminding

IanBruntlett said:
Another source of free material is http://freelancetraveller.com/magazine/

I am on it !

IanBruntlett said:
For a setting I use "Spinward Marches" which is a traditional sector in the 3rd Imperium (the original Traveller universe, I believe).

As you may have noticed the Core Rule Book is very good.

There is a special deal available called Bits and Mortar where if you buy a physical book from a participating dealer, you get the e-book free.

My favourite RPG book is "Gamemastering" by Dominic Wasch.

HTH!

all great suggestions, I will have a look at each of these, it will help with orientation. So I guess the Spinward Marches setting is explained in length in a reference like this http://www.mongoosepublishing.com/spinward-marches.html ? Yes I like to have broader reference - it makes my mind for context and insight

much appreciated thank you
 
I will be rebooting my game next Tuesday after a 2 year break.
This is my suggestion, the same thing I did for my friends who had never played Traveller before. Note..I have played Traveller since 1981-82, but two years ago was my first time is using Mongoose, so it was new for me as well.

For your first game, consider it a practice game. As you should know by now, each character develops in 4 year terms in what ever career they want. Normally, once your friends finish their characters last term, the muster out...get cash, gear, ship shares, etc.. depending on their dice rolls... After mustering out, they buy gear they want or need and "start the game". That's where normally the GM say's "everyone meets at the space bar, become friends, and decide to go adventure with each other" or however you as the GM decide to get the party together.

Here is what I did to introduce them to Traveller, and me to Mongoose.
I made the first adventure part of their character creation process. I had all my players create their characters as normal except for the end. After they all rolled their final skills I DID NOT allow them to muster out. Instead I ran our very first game as THEIR last mission of THEIR last term. The easiest way for me to do this was to say that all the players were crew members on a Merchant Cruiser. A famous one (in the Travellerverse) called "The Leviathan". The Leviathan came out as a mini-adventure in 1979... I think... Anyway I had the old book with the ship. The ship itself and the specific adventure wasn't too important for me. It was just a reason for all the players to be on one ship. You see, and Merchant Cruiser is a large ship that is a cross between a merchant ship, and a light "war" cruiser... thus Merchant Cruiser. In essence it is a large merchant ship that can hold it's own against most pirate attacks. But not "military" enough to fight against real war ships. Merchant Cruisers are designed and purchase by large commercial conglomerates, to go into areas that are normally too dangerous for "normal" merchant ship to travel without armed escort. Since a player can select from a wide variety of careers... Drifter, Navy, Scout, Scientist, etc... a large Merchant Cruiser is a logical way for a wide range of careers to be station on one ship. Sometimes Merchant Cruisers are hired by local governments for specific mission so that, a player who is a Naval Officer for instance, may be stationed on the M.C. You can invent any reason why your players would be all crew members.
In any case, all your players will know each other for some time, at least a full or half a term.
Then you send them on the adventure.
You assign them appropriate gear from the Ships Locker, or armory, or what ever the mission needs. Remember at this point they are still part of the crew and in "Charter creation mode".
My mission was a rescue snatch and grab.... A hostile force of unhappy, underpaid, under appreciated Aslan security had taken over a private corporate moon where the company had production facilities. The corporation hired the Merchant Cruiser to jump into the system, enter orbit around the moon, and send down a rescue team to grab the C.E.O. and sensitive company documents.
The players got into a small space battle once the M.C. jumped into the system. Just a few fighters and a small defense boat against the 2000 ton Leviathan. Even if one of your friends don't have a character who knows how to operate space weapons, or pilot, or what ever... I gave my players an NPC to play... very simple..."Gunnery 2" "Pilot 1" etc... so all my friend could participate (and learn) how space combat works.
Once the Leviathan finished off the orbiting threat, the party gets into a drop ship (The Leviathan is unstreamlined and cannot enter an atmosphere) and lands somewhere in the factory town.
From their landing zone, they use non-combat skills and role play to try and find where the C.E.O. is being held. Then they all get to use combat skills to fight their way into a small office building, fighting off the Alsan bad guys, grab the C.E.O., grab the documents, get back to the drop ship, and head back up to the Leviathan.
This whole adventure is to introduce them and you on how the Mongoose mechanics work. Since this adventure is "technically" part of their character background creation..."before the game starts" you can be very liberal on "killing them"... so if an Aslan hits and does a whole lot of damage, you as the GM can simply say.. "He nicked you" or what every. Just give them a simple space battle, some time to use as much of the skills as possible be it computer hacking, or streetwise, or what ever, then let them get in a couple of short fire fights.
After they get back to their ship, the adventure is over. Everyone is happy.
That is when you allow the players to muster out.
At the next appropriate planet, The Leviathan drops off the players with all their final mustering out benefits.
Now the players and the GM have a good idea on how everything works.
Every player in your party already knows each other, they have all had an experience with each other.
Now you are ready to begin your "real" game.
You don't have to go the Merchant Cruiser route. You can do what every you like. But I just gave you the example of what I did.
Have fun. :)
 
Well you mentioned Beltstrike, well I have it and I like it. It makes a fairly good intro to the rules for players. It also has enough freedom that as a GM you can modify a large part of it for your own tastes, and personality.
 
Jak Nazryth said:
For your first game, consider it a practice game.

Jak Nazryth said:
Here is what I did to introduce them to Traveller, and me to Mongoose.


Wow what a nice bunch of ideas. I like the idea of a 'practice' but furthermore the whole concept of finishing the character creation in an adventure, creating bonds and a context already. Also the Leviathan idea is great - as a big ship with a lot of possible occupations for the characters basically. Also a pre-taste of space combat.

Depending on what I will choose for my first adventure, I think I will setup a short and yet simple adventure like that to gain experience with the rules and the problems I may face for 'not knowing how to do something that is explained elsewhere'.

amazing - thank you
 
Jacqual said:
Well you mentioned Beltstrike, well I have it and I like it. It makes a fairly good intro to the rules for players. It also has enough freedom that as a GM you can modify a large part of it for your own tastes, and personality.

Yes and furthermore one of my players is a geologist and myself in earth sciences we will feel specially connected with this setup - I'll give it a try (going to the shop today heh !)
 
dr fre0n said:
all great suggestions, I will have a look at each of these, it will help with orientation. So I guess the Spinward Marches setting is explained in length in a reference like this http://www.mongoosepublishing.com/spinward-marches.html ? Yes I like to have broader reference - it makes my mind for context and insight

much appreciated thank you

Spinward Marches is good; two more good online resources are http://travellermap.com/ and http://wiki.travellerrpg.com/Main_Page beyond of course asking questions here. A good introductory adventure for Traveller is Shadows/Annic Nova, an oldie but a goodie.

Cheers! 8)
 
dragoner said:
Spinward Marches is good; two more good online resources are http://travellermap.com/ and http://wiki.travellerrpg.com/Main_Page beyond of course asking questions here. A good introductory adventure for Traveller is Shadows/Annic Nova, an oldie but a goodie.

Cheers! 8)

I realize that it is what makes Traveller appealing to me in the end : plenty of online resources (as a cartographer just looking at this http://travellermap.com/ is pure joy), dynamic community and forums and a lot of pdf or printed material.

*writing down links and adventures*

Thanks for your suggestions :)
 
Just my two pence worth but don't overlook having a good set of deckplans on-hand for the vary least to represent the ship your characters operate from. Having visual references available to show where onboard player characters are berthed, work and co-habitate with one another allow for better flow of establishing routines and schedules during play.

Mainly have fun and always happy to see new players coming to Traveller !
 
Patron Zero said:
Just my two pence worth but don't overlook having a good set of deckplans on-hand for the vary least to represent the ship your characters operate from. Having visual references available to show where onboard player characters are berthed, work and co-habitate with one another allow for better flow of establishing routines and schedules during play.

Mainly have fun and always happy to see new players coming to Traveller !

Hey PZero - I will take that into account - thank you. You are right that putting the effort into the details of the environment for the player help will definitely help to visualize better for them

Just obtained the Beltstrike adventure module, Spinward Marches and reading Freelancer daily - still got a lot to do but the question marks count in my mind is decreasing. My local dealer is having some great rebates on printed material so I'll try to build-up while I can !
 
I will be rebooting my game next Tuesday after a 2 year break.
This is my suggestion, the same thing I did for my friends who had never played Traveller before. Note..I have played Traveller since 1981-82, but two years ago was my first time is using Mongoose, so it was new for me as well.

For your first game, consider it a practice game. As you should know by now, each character develops in 4 year terms in what ever career they want. Normally, once your friends finish their characters last term, the muster out...get cash, gear, ship shares, etc.. depending on their dice rolls... After mustering out, they buy gear they want or need and "start the game". That's where normally the GM say's "everyone meets at the space bar, become friends, and decide to go adventure with each other" or however you as the GM decide to get the party together.

Here is what I did to introduce them to Traveller, and me to Mongoose.
I made the first adventure part of their character creation process. I had all my players create their characters as normal except for the end. After they all rolled their final skills I DID NOT allow them to muster out. Instead I ran our very first game as THEIR last mission of THEIR last term. The easiest way for me to do this was to say that all the players were crew members on a Merchant Cruiser. A famous one (in the Travellerverse) called "The Leviathan". The Leviathan came out as a mini-adventure in 1979... I think... Anyway I had the old book with the ship. The ship itself and the specific adventure wasn't too important for me. It was just a reason for all the players to be on one ship. You see, and Merchant Cruiser is a large ship that is a cross between a merchant ship, and a light "war" cruiser... thus Merchant Cruiser. In essence it is a large merchant ship that can hold it's own against most pirate attacks. But not "military" enough to fight against real war ships. Merchant Cruisers are designed and purchase by large commercial conglomerates, to go into areas that are normally too dangerous for "normal" merchant ship to travel without armed escort. Since a player can select from a wide variety of careers... Drifter, Navy, Scout, Scientist, etc... a large Merchant Cruiser is a logical way for a wide range of careers to be station on one ship. Sometimes Merchant Cruisers are hired by local governments for specific mission so that, a player who is a Naval Officer for instance, may be stationed on the M.C. You can invent any reason why your players would be all crew members.
In any case, all your players will know each other for some time, at least a full or half a term.
Then you send them on the adventure.
You assign them appropriate gear from the Ships Locker, or armory, or what ever the mission needs. Remember at this point they are still part of the crew and in "Charter creation mode".
My mission was a rescue snatch and grab.... A hostile force of unhappy, underpaid, under appreciated Aslan security had taken over a private corporate moon where the company had production facilities. The corporation hired the Merchant Cruiser to jump into the system, enter orbit around the moon, and send down a rescue team to grab the C.E.O. and sensitive company documents.
The players got into a small space battle once the M.C. jumped into the system. Just a few fighters and a small defense boat against the 2000 ton Leviathan. Even if one of your friends don't have a character who knows how to operate space weapons, or pilot, or what ever... I gave my players an NPC to play... very simple..."Gunnery 2" "Pilot 1" etc... so all my friend could participate (and learn) how space combat works.
Once the Leviathan finished off the orbiting threat, the party gets into a drop ship (The Leviathan is unstreamlined and cannot enter an atmosphere) and lands somewhere in the factory town.
From their landing zone, they use non-combat skills and role play to try and find where the C.E.O. is being held. Then they all get to use combat skills to fight their way into a small office building, fighting off the Alsan bad guys, grab the C.E.O., grab the documents, get back to the drop ship, and head back up to the Leviathan.
This whole adventure is to introduce them and you on how the Mongoose mechanics work. Since this adventure is "technically" part of their character background creation..."before the game starts" you can be very liberal on "killing them"... so if an Aslan hits and does a whole lot of damage, you as the GM can simply say.. "He nicked you" or what every. Just give them a simple space battle, some time to use as much of the skills as possible be it computer hacking, or streetwise, or what ever, then let them get in a couple of short fire fights.
After they get back to their ship, the adventure is over. Everyone is happy.
That is when you allow the players to muster out.
At the next appropriate planet, The Leviathan drops off the players with all their final mustering out benefits.
Now the players and the GM have a good idea on how everything works.
Every player in your party already knows each other, they have all had an experience with each other.
Now you are ready to begin your "real" game.
You don't have to go the Merchant Cruiser route. You can do what every you like. But I just gave you the example of what I did.
Have fun. :)
It is 10+ years after this post... I have played a few Traveller sessions at Cons over the last 4+ decades, and I am just starting my first ever game of Traveller as a GM with a group of friends whom are also excited to play.

This is all new to all of us (except the 6 games I have played in over the decades). We started the character creation, and me prepping the sessions and came to the "They are all different races, and can come from anywhere. How in the hell do I get these players all together in the Spinward Marches?" I did not want to do the typical "Meet in a Bar" crap.

Thank you for the Excellent Idea!!!!!!!!

~Nitehood
 
This is all new to all of us (except the 6 games I have played in over the decades). We started the character creation, and me prepping the sessions and came to the "They are all different races, and can come from anywhere. How in the hell do I get these players all together in the Spinward Marches?" I did not want to do the typical "Meet in a Bar" crap.
Connections can come in handy, perhaps some of the players knew each other from their careers, a Scout player might have had the chance to interact with the Navy for example, making a connection with a Navy type of player.

Maybe some players share a hobby in common and know each other from that.

Heck, could be a dog loose in the street they don't want to get run over and meet while both are trying to rescue the dog.

Would also depend on where the players might be from, could be they both grew up on the same planet, or at least somewhere in the vicinity, maybe they met while travelling somewhere.

Good luck, and most important, have fun.
 
Connections can come in handy, perhaps some of the players knew each other from their careers, a Scout player might have had the chance to interact with the Navy for example, making a connection with a Navy type of player.

Maybe some players share a hobby in common and know each other from that.

Heck, could be a dog loose in the street they don't want to get run over and meet while both are trying to rescue the dog.

Would also depend on where the players might be from, could be they both grew up on the same planet, or at least somewhere in the vicinity, maybe they met while travelling somewhere.

Good luck, and most important, have fun.
That is really the hard part.. "Where are you from?" New players have absolutely zero clue.
I have given them the map of Spinward Marches and aske where are you from and why are you in or headed to, the Spinward Marches...
Some of the characters do know each other from the creation process... but their creativity was a bit lacking.

A Doyne, K'Kree, and Zohdani walk into a bar.... seems so much simpler.. lol
 
That is really the hard part.. "Where are you from?" New players have absolutely zero clue.
This is something I've been meaning to get around to doing. Deciding on a particular sub-sector for all player characters to come from and then writing up a collection of worlds and telling the players... here are a bunch of likely planets, with these characteristics, choose one that you find interesting.
 
I did have an idea. Come up with 6-10 ideas, or little adv seeds, that a character could be doing in the Marches...
They can be specific to events happening there, or a particular planet, or simple people things (like attending a funeral)....
Shuffle them and ask each player to pick a card.... Then give them a few minutes to work that into their character background....

Now i have to come up with the ideas.... maybe there is a space adv seed book on Drivethru, to make this quicker.......

And what do know....... :D
43 Space Opera Adventure Seeds - Space Opera Support #6
For Any system / system-agnostic

 
I did have an idea. Come up with 6-10 ideas, or little adv seeds, that a character could be doing in the Marches...
They can be specific to events happening there, or a particular planet, or simple people things (like attending a funeral)....
Shuffle them and ask each player to pick a card.... Then give them a few minutes to work that into their character background....

Now i have to come up with the ideas.... maybe there is a space adv seed book on Drivethru, to make this quicker.......

And what do know....... :D
43 Space Opera Adventure Seeds - Space Opera Support #6
For Any system / system-agnostic

Connections are not that hard.
You point to one character, tell them to pick another character and describe how you know each other via a story that tells how they got the connection skill.

Seth Skorkowski's Character Creation video

Connections starts around 30 minutes in. The video has chapter marks.
 
Connections are not that hard.
You point to one character, tell them to pick another character and describe how you know each other via a story that tells how they got the connection skill.

Seth Skorkowski's Character Creation video

Connections starts around 30 minutes in. The video has chapter marks.
Yea.. we did that, but the new players were not good at it, and it does not involve where that are now, only links certain careers.
They went on to have another career, which pulls them apart.. They will know each other when they meet again, its just getting them to where I want. All of their careers, except the first College or Military academy, are in the Spinward Marches, so they are from the same sector and have met one of the party members, at least once.
 
Yea.. we did that, but the new players were not good at it, and it does not involve where that are now, only links certain careers.
They went on to have another career, which pulls them apart.. They will know each other when they meet again, its just getting them to where I want. All of their careers, except the first College or Military academy, are in the Spinward Marches, so they are from the same sector and have met one of the party members, at least once.
As new players join our game they walk through Character Discovery to find their Traveller. Then to make the connections we look at how they compare with the previous Travellers and see if there can be a connection where they were at the same time.
 
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