New to Traveller (and the forums!)

crossmlk said:
If I might be so bold we have a couple of free Adventures at RPGNOW
Previously stated contradictory opinion based on use with several groups over two game cons... Not that great, but at free you might get an idea from them.
 
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.

I have not personally tried to run the other free adventures, so I can't comment on their adaptability to the more traditional Traveller settings. But I can say that they're *quite a bit* more complete than your average free adventure, so definitely check them out. :)

I suggested "Into the star" not only because it's fun and can give a player some practice with the combat rules, it also gives some idea of how to apply skill checks to various situations for people not used to skill-based game systems.
 
To echo what hdan said, if nothing else running Into the Star for yourself will aquint you with how the Traveller system works which would be invaluable experience for a first time Traveller GM.
 
Hi Skala

I assume that someone has already pointed out the free living Traveller adventure on this site, you don't have to be doing the living Trav thing to use them. Also both Compendium 1 and Crowded Hours have some great adventures, of different lengths with different challanges. They have a bit more detail than the patron type encounters, which may or may not suit you.

And of course any of them can be adapted to suit different groups, or the challange altered (more baddies, or less, or weaker npc stats) very easily.

Also check out signs & portents, some good adventures (though many of the earlier ones have been re-printed in Compendium 1) so the recent ones would be the ones to start with.

Egil
 
The approach I used with Traveller (and just about any RPG I was going to GM without ever being a player in it).

Read the rules... READ, Familiarize... NOT Memorize
See if you can generally find what rule you are looking for. Knowing WHERE the section is in the book infinitely better then memorizing every little detail
Have a few friends make characters (nice intro for all)
Run a small boot camp. Break the players into teams, create a small 'battlefield' or obstacle course...
let them go at each other, you moderate.

Also there is setting up an obstacle course.. run down the raised log, the tire run, shoot at a target, etc. They get to learn about quite a few mechanics and skill rolls that way.

I've used these many times in the past.. GURPS 3 & 4, HERO 5th, Traveller, etc. doing Obstacle course first, then the 'Grand Combat' and it works nicely. One thing I did do though was give everyone the exact same character. Why? Because then it all comes down to their choices and their die rolls, no complaining someone else had a higher "shooting skill" than them and it was unfair.

one time I ran it for a buddy of mine, another player the player's 9 year old son plus his 11 and 15 year old daughters (15 yo is Autistic/Asburger's Syndrom). EVERYONE got the basics learning to take cover, aim, what movement implies in combat (easier to be shot) and team work. The player had been trying to get the concepts of combat across to his kids, they learned through this.

You can't get that from just sitting there and 'play by yourself'.
 
Back
Top