New to Traveller (and the forums!)

skala

Mongoose
Hey everyone. Good to be here. Sometime last week my friend and I decided to get back into roleplaying. However we have done enough fantasy gaming, and decided to look into sci-fi. We had no idea where to start, (or even if any sci-fi rpgs existed!) but after some brief research, we randomly picked Traveller.

And I must say....wow????

We've read the core rulebook and we are blown away. It's so simple, yet incredibly deep.

Anyways, having said that, we are a little overwhelmed. What I came here to ask is for suggestions on starting. Where do we start? What are some common ways for a brand new Traveller group of gamers (and their characters) to get started? We are noobs in every sense of the word!
 
My first Traveller group started off being cargo haulers from one planet the next. They couldn't make the ship payments (the game is kinds of set that way) so they turned to a life of crime. After that it kinda went to Fast and the Furious in space.

BTW, welcome to the boards and welcome to Traveller. Name's Dale McCoy. [shameless plug] I run a Traveller Compatible publishing company called Jon Brazer Enterprises. One of the most helpful books available for Traveller is the d66 Compendium, publishing by my company. It's a book of names and ideas for just about anything you can imagine in Traveller (ships, guns, vehicles, aliens, robots, damage to a ship, etc). You can get the PDF here or you can order a print copy at your local game store.[/shameless plug]
 
Another option would to have them all use Military and Science careers and put them on a small exploration ship. Perhaps their homeworld is TL9 and just discovered the Jump Drive. That way, you can start small and work out from there.

Maybe they explore a couple of empty worlds/systems and then find a planet with primitive people on it, then they find out that most of the rest of the universe is occupied by someone else...
 
Welcome to the forum. :D

Whatever campaign type and style you choose, it is useful to run a few
small tests before you start the actual campaign. This is especially true
for the combat system, which is comparatively lethal, and the players
should have an opportunity to realize this before their characters enter
into their first "real" fight of the campaign - it is no fun to have a charac-
ter killed in the first adventure because one was not aware of the letha-
lity of the system and therefore risked too much.

As for the campaign itself, start small and dare to be dumb. You can al-
ways add more and more exciting features during the campaign as you
go and learn the ropes, it is not necessary to juggle dozens of alien spe-
cies, the all-powerful Ancients and a couple of interstellar conspirations
and wars in the first adventure. Something much more pedestrian makes
it easier for the players to understand your setting and the roles and op-
tions of their characters in it.
 
Where do we start? What are some common ways for a brand new Traveller group of gamers (and their characters) to get started? We are noobs in every sense of the word!

I know the feeling. The biggest problem with traveller is that when offered everything, it's hard to think of anything. My best suggestion is as follows:

1) Stick to the core rulebook for a bit. It's perfectly set up for a borderline life-of-crime group with distinct aftertastes of the crew of Serenity, Starbug and the Millenium Falcon. The big driver tends to be a patron saying 'I've got a job for you' because making enough to get by simply by trading and carrying the mail is (a) difficult and (b) boring.

Having someone offer to meet the month's debts if you'll carry a 'special package' instantly makes things more interesting. If you want some inspiration, have a look at the Living Traveller adventures - they can be downloaded for free and will work no matter how small the ship the players have (since they assume you don't have one at all!). There are plenty more pre-written in Signs & Portents.

I'd stay away from Secrets of the Ancients for your first few games, though - awesome as it is, it helps to get into the 3rd imperium setting first because the big 'dark secret TM ' reveals can only be done once.....


2) Campaigns where the characters are merchant princes, nobles, aliens and captains of warships are all well and good, but get used to the rules first. Basic ship combat rules before any of the High guard capital ship malarky, for example. I'd suggest limiting players to a reasonable number of terms - stopping prior to or at aging roll number 1, for example. That helps avoid the situation where a battered old scout has two colonels and a baron on board.


3) Assuming - and I am assuming - that fantasy gaming is D&D or something on the same D20 system, be warned - Traveller combat is bloody lethal by comparison. If I may way lyrical here:

A player's ability to 'tank' damage is his stats - and any damage reduces the stat, meaning passing associated checks becomes harder (take damage to your DEX, for example, and your DEX modifier will drop, making your return fire less accurate). You will be unconcious after dropping two stats (END & either STR or DEX) to zero - which is effectively 2 x 2D6 points of damage.

With that in mind, remember that a gun (laser, gauss or 'modern' projectile) does 3D6 and may have the potential for automatic fire. Two or three accurate bullets will kill a character without much trouble. Unless clad in proper military-grade body armour, with one's best rolls pushed into END and DEX and probably some augmentations to boot, players will learn quickly that they are not Chow Yun Fat's more bad-ass cousin, and diving sideways through the air with automatics just leads to getting shot faster. Fights are engaging in traveller because they are scary. A man with a handgun is a threat. An equal number of punks with handguns will probably mean at least one player needing hospitalization unless you have a very, very good plan. Not that GMs should avoid combat, but they should be careful about committing the players to facing equal odds without giving them either backup or a way around. You don't need much of a difference in gear for a dramatic effect on fighting potential; TL8 flak jackets can make all the difference in the world against lighter weapons.

See the million credit unit games - http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=46378 - for how ununtterably lethal gunfire can be.


4) On a similar note, modifiers in a 2D6 system are a big deal - +1 or +2 on a D20 isn't that much of an issue but not only is the range of a 2D6 throw smaller, it's also massively biased towards 6,7 and 8 (those three results coming up some 40% of the time) - as a result, moving something a couple of pips closer to or further from the 'middle' is a massive change, whilst there is half again less chance of a double six than a natural twenty.
As a result, the unskilled penalty is a big deal, and even a guy with two or three level zero skills and a couple of level 1s is a lot more competent than he might first appear.


Additional but non-commercially driven plug for Jon Brazer's stuff. I like it for the same reason I love the 'encounter tables' and 760 patrons (another good one) - it takes the brainwork out of scenario generation if you just want to mess around, leaving the GM free to concentrate on important stuff, and allowing you to cope very easily if the players decide to go off in an unexpected direction.
 
skala said:
And I must say....wow????

Here's a bit more wow :)

Mongoose have a free monthly downloadable magazine with articles/scenarios/etc called "Signs and Portents". As long as you can handle PDF files, you should be OK. See:-
http://www.mongoosepublishing.com/home/series.php?qsSeries=13

And Mongoose are also in the process of writing and publishing a Traveller campaign called "Secrets of the Ancients". Take a look at:-
http://www.mongoosepublishing.com/home/detail.php?qsID=1843&qsSeries=51
 
Ok, this took long enough to write that others have already jumped in. I agree with everything they say, but will add a few notes of my own:

The easiest thing to do is get your group together and decide what "flavor" of scifi game you want to run. I don't recall the page number, but there's a section in the main rules (it might be called something like "skill packages") that outlines a couple of types of games, from the Firefly-like "Free Traders" sort of game to a "Mercenaries for Hire" to a "Will work for credits" type game. If you can decide this before your first gaming session, then the GM can have a better opportunity to prepare. (More on this later)

In general, Traveller games are set in "known space", and though there are frequently under-explored regions on most planets, most of the source material assumes that the planets are more or less like "Star Wars" planets - everyone knows where they are and roughly who is living there, even if many of the planets are barren wastelands with very little there but a starport/startown, a local crime family, a few farmers and some dangerous natives. :)

I would look up the Regina Subsector of the Spinward Marches Sector on the web - that was the old "starting" subsector from when Traveller was first written, and still has the most available information, including lots of free and cheap stuff on the web.

[You could even do an "exploring the unknown" game where your players are hired on to an exploration ship to go "where no man has gone before". In that case, you'd use the world and animal generation rules every session to come up with a new planet. This could be tough for the GM, but if you have a GM who likes inventing worlds and yearns to write episodes for "Star Trek" :), this could be a good way to go.]

Once you pick the type of game you want to run, players should roll up their characters at the same time. I personally find that I have better success when players don't just enter whatever careers they want, but come up with some way that they would all work together, like maybe some Navy and some Marines, or Scouts and Space Scientists, or whatever.

You can of course always go the "rag tag band of misfits", and use the "skill packages" to help smooth over the missing skill sets in the party. In my experience, in most "plain ol' adventure" campaigns, it pays to make sure that everyone has at least a little gun combat and vacc suit skill, even if it's just Skill-0 level proficiency. Stealth, Recon and Tactics are also important, as are the "professional" skills (Electronics, Mechanics, Engineering, Piloting, etc.), but these are generally better to have a specialist character focus on each. (One thing that might take some getting used to in Traveller - skill levels do not need to be high to be useful. Level-0 means you are competent but inexperienced, Level-1 is good enough to get a job doing that thing, and Level-2 means you have many years of experience. Higher levels push you into the realms of being notably good at something.)

Then when you have your party assembled, either roll a random Patron encounter (in the main rule book) or since this is your first time doing Traveller and SFRPGs, head over to http://www.freelancetraveller.com/features/advents/gotg/index.html and pick an adventure that sounds fun. The GM should pick an adventure before hand if you already know what sort of adventures you want to have.

You could also do a simple "infiltrate a remote outpost to retrieve some object for an employer" type mission. Terra/Sol games's "Into the Star..." freebee (look for it on RPGNow.com) could serve as a useful prototype. Though it's a solo mission, it can be used as a springboard. (You'll find that SFRPG's also have "dungeon crawl" type adventures, usually of derelict space ships or asteroid mining/research facilities. Those are often the easiest to get players involved with.) For sure, the GM should download and read the "Secret of the Ancients" free campaign. Not so much to run it (though of course you could) but for some of the setting descriptions. The first installment in particular has some good fodder for adventures.

One thing to keep in mind when running or designing an adventure - Traveller combat is deadly, and healing is not fast.

There aren't any "health packs" in standard Traveller, though it's not unreasonable to interpret the "Medical Slow Drug" as a health potion that works overnight. The rules want you to have a doctor and medical facility handy because accelerating the body's metabolism that high is dangerous, but in my games I allow any character with some medical skill and a medkit to heal up one friend per 8-hour rest period.

Because of the deadliness, I'd stick with weapons like the various pistols and carbines, and save things like assault rifles and (more importantly) plasma and gauss guns for later. Also, make sure the players have some sort of armor. Remember that a Vacc suit (space suit) is pretty good armor in a pinch, and will be the most common type of armor used on those space salvage "dungeon crawls". Otherwise, Cloth and Flak are popular and won't get you in too much trouble with the locals, though in general on a civilized world the police are going to be suspicious of someone walking around in lots of armor, even if the law level technically permits it.

Expect an armored character to get a light wound every other time they're hit on average, and be seriously wounded after 3-5 hits. Become familiar with the combat rules, and I suggest using the "if you drop an enemy to 0 End in one shot, they go unconscious" rule for sure. Let PCs and "Bosses" use the more complicated rules to stay on their feet longer. Another thing to remember is that enemies will not usually fight to the death (unless they are robots, who make great opponents - no moral qualms about "killing" them, and they usually aren't as good at shooting as people), but should consider surrendering once 1/2 of them are incapacitated.

Another idea is to focus on "stunner" weapons - no need to kill someone when you can just incapacitate them. Save real killing for missions that require it, like assassinations or mercenary gigs. But that's more of a flavor thing, and your group may not want to travel in areas where that much courtesy to your "victims" is common. :)

Some other ideas - since you don't have Orcs and other monsters, you can (as I've mentioned) use Security Drones and other robots for your simple "wandering monsters" type enemies, or you can introduce a hostile alien race. Or even just some run of the mill "bad guys" who have caused so much trouble that they deserve a little retribution.

But the point is, Traveller games are often as much about non-combat skills as they are about combat. Trying to save the passengers of a damaged ship in a decaying orbit can be a very exciting adventure (especially if the characters happen to BE passengers) if the GM keeps ticking off the moments with the ship's computer - "Warning, atmospheric re-entry in 10 minutes. Danger, hull integrity loss imminent...." Of course if it turns out one of the passengers is a saboteur/terrorist who does not want the ship to be rescued....
 
Wow everyone, thank you so much! You have provided a wealth of information. I did read the entire rulebook, but a lot of what you say makes much more sense to me now. Such as +1 being a big deal on a 2d6 system whereas isn't so much in a d20 system.

The advice about combat was great too. We're used to D&D where the party can charge into a room with 20 monsters and barely get a scratch. But combat in Traveller sounds much more realistic and ...scary! This should be a blast.

Also, thank you for the links to various sources of information. The "Into the Star" freebie looks really cool, and I welcome any more links you may have to other materials (free or not) to help us get the ball rolling.

Again, thank you all so much. This is going to be really fun :)
 
skala said:
The advice about combat was great too. We're used to D&D where the party can charge into a room with 20 monsters and barely get a scratch. But combat in Traveller sounds much more realistic and ...scary! This should be a blast.
In Traveller, the party that finds the hardest cover to hide behind, wins.
Unless the other side has fusion guns.

About starting the game ... I posted a short beginning adventure in Signs & Portents 90, The Flying Money Pit. It was a basic introduction to Traveller, in that it just gave the characters a ship to run, saddled it with debts to pay off and an initial cargo to begin trading with.

Free PDF of Signs & Portents 90 here
 
skala said:
Also, thank you for the links to various sources of information. The "Into the Star" freebie looks really cool, and I welcome any more links you may have to other materials (free or not) to help us get the ball rolling.

Here is the link to the Mongoose Traveller SRD http://www.mongoosepublishing.com/pdf/travdevpack.zip

Could be useful for players who haven't got the cash to purchase the rules yet. As the GM you should of course have the full from from the Core Rue book.
 
skala said:
Also, thank you for the links to various sources of information. The "Into the Star" freebie looks really cool, and I welcome any more links you may have to other materials (free or not) to help us get the ball rolling.

Here is the link to the Mongoose Traveller SRD http://www.mongoosepublishing.com/pdf/travdevpack.zip

Could be useful for players who haven't got the cash to purchase the rules yet. As the GM you should of course have the full from from the Core Rue book.
 
Hello to the forums, I'm Zero and although Ive owned Traveller and been a member here for a few months now, I'm also just starting a game myself.

I'll say the guys here know what theyre talking about when it comes to ship design and Im not too shabby myself so we're here to help in that aspect.

As said above, I'd recommend muddling with the design rules in the Core before getting started, especially ship design (cross reference to the Trade chapter to make sure you can make your payments btw!) and also the subsector creation rules, tbh I find no world you can find is as good as one youve rolled up and ruled yourself :wink:

My campaign is pretty much early Red Dwarf, I have two players one a Pilot/Astrogator (the Lister) and the other the Engineer (the Rimmer), tolerating each other as they run their self-employment freight run business on an obsolete ship they can barely make their mortgage on :lol:

When things are tight, Patrons offering odd jobs to desperate PCs not wanting to face the Navy's bailiff squads is a great way of breaking up any boredom that straight trade brings.

Shameless Plug Alert - My PCs are propositioned by a mysterious agent to help a religious leader bring "holy organic specimens" to a nearby world... The specimens? - XENOMORPH EGGS! :o

Heres my thread on this forum to bring the creatures from the Alien movies into your campaign if you want to surprise players :)

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=44372&highlight=
 
After reading the combat section, you can download my Traveller Combat Flowchart to help you during your first combats.

I'm currently most of the way through developing a flowchart for space combat as well (although it's quite a challenge to get it onto a single page).
 
In Traveller, the party that finds the hardest cover to hide behind, wins.
Unless the other side has fusion guns.

Ah, the FGMP. Remarkable how many problems it can solve.


Level-0 means you are competent but inexperienced, Level-1 is good enough to get a job doing that thing, and Level-2 means you have many years of experience. Higher levels push you into the realms of being notably good at something

Good summary. It's important to stress that level 2 is the normal maximum for someone, and anyone with a level-3 skill is likely to be at least locally famous (within appropriate professional circles). Skill level 4 is the sort of territory occupied by House, Moriarty, Scotty and Rambo.


One additional campaign to look for in Signs & Portents - Legacies of War. Technically it's a Babylon 5 campaign rather than 'pure' traveller, but it's a good starting campaign at the same time and has the advantage that a lot of players will know the universe to some degree, saving a lot of time.
 
If I might be so bold we have a couple of free Adventures at RPGNOW besides the pick your path 'Into the Star' adventure. These also have some cool free options that come with them like sound files for dialoge with some of the main NPCs and a tile set for one. All for free.
 
crossmlk said:
If I might be so bold we have a couple of free Adventures at RPGNOW besides the pick your path 'Into the Star' adventure. These also have some cool free options that come with them like sound files for dialoge with some of the main NPCs and a tile set for one. All for free.
Had a look at RPGNOW. There are 515 items listed. Do you have a link directly to the free stuff?

Thanks :)
 
IanBruntlett said:
crossmlk said:
If I might be so bold we have a couple of free Adventures at RPGNOW besides the pick your path 'Into the Star' adventure. These also have some cool free options that come with them like sound files for dialoge with some of the main NPCs and a tile set for one. All for free.
Had a look at RPGNOW. There are 515 items listed. Do you have a link directly to the free stuff?

Thanks :)

http://www.rpgnow.com/index.php?filters=0_0_0_0&manufacturers_id=2914
 
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