Sigtrygg
Emperor Mongoose
So you want to run a Traveller game. You may have joined a game at a convention, a friend may have insisted you give it a try, but now you want to run your own game...
please take the following as well intentioned, use or ignore or expand upon.
I will edit this from time to time, and I hope others chime in with their tips.
1. Setting.
Traveller was originally intended for groups to make up their own settings, so don't be put off by the size, scale, and sheer amount of material describing the Third Imperium. Ignore it completely to start off and nothing will be affected much, you can always introduce elements of it later. The origin of the Imperium was to have an "off board" major polity that could explain where people served in the army, navy, etc.. You can call it Empire, Imperium, Federation, Confederation and it won't make a bit of difference.
1.1 The Third Imperium of the 57th century (IY1105) is the default for a lot of people, you don't need to know the entire history, there are many summaries and introductions and elevator pitches for this setting.
2. Communicate with your players.
Traveller is a game for everyone to have fun. No one has fun if forced to play a character they don't like, in a game arc they don't like. If they decide they want to travel from planet to planet having adventures then forget about setting up a "crew of an ethically challenged merchant ship" - just give them a ship, or use the other methods Travellers have for getting from world to world. If they do want their own ship but don't want the minutiae of trading for upkeep then just grant them one - a detached duty scout, a lab ship, a noble's yacht, a pirate corsair...
2.1 talk about the sci-fi the players like, which books, TV series, movies, ask what sort of adventures they want to get involved in - exploration, investigating extinct alien races, interstellar war, colonising a new world, espionage...
3. Have a session zero for character generation.
Get the players together to generate their characters, do it term by term, and encourage the players to think of reasons how their characters may have encountered each other during this prior history. You can encourage this with minor rewards such as banking a mustering out re-roll, or re-roll of a skill on a skill table, or allowing them to just pick that term's skills.
If time permits get them to roll a couple of characters, then let them pick which one they want to play initially. Keep the others safe though...
4. Have an introductory adventure in mind.
Mongoose offers many short introductory adventures that can get you started, or you can re-purpose an introductory adventure from a different game, or just make up your own.
5. Listen to your players...
how is this different to communicate? Listen to them as they discuss things during the game, listen to them after the game. You are the referee, you can put them in situations that interest them, you can grant them clues and maguffins that further their interests and goals.
Always remember - this is a game, you play it to have fun, so have fun
please take the following as well intentioned, use or ignore or expand upon.
I will edit this from time to time, and I hope others chime in with their tips.
1. Setting.
Traveller was originally intended for groups to make up their own settings, so don't be put off by the size, scale, and sheer amount of material describing the Third Imperium. Ignore it completely to start off and nothing will be affected much, you can always introduce elements of it later. The origin of the Imperium was to have an "off board" major polity that could explain where people served in the army, navy, etc.. You can call it Empire, Imperium, Federation, Confederation and it won't make a bit of difference.
1.1 The Third Imperium of the 57th century (IY1105) is the default for a lot of people, you don't need to know the entire history, there are many summaries and introductions and elevator pitches for this setting.
2. Communicate with your players.
Traveller is a game for everyone to have fun. No one has fun if forced to play a character they don't like, in a game arc they don't like. If they decide they want to travel from planet to planet having adventures then forget about setting up a "crew of an ethically challenged merchant ship" - just give them a ship, or use the other methods Travellers have for getting from world to world. If they do want their own ship but don't want the minutiae of trading for upkeep then just grant them one - a detached duty scout, a lab ship, a noble's yacht, a pirate corsair...
2.1 talk about the sci-fi the players like, which books, TV series, movies, ask what sort of adventures they want to get involved in - exploration, investigating extinct alien races, interstellar war, colonising a new world, espionage...
3. Have a session zero for character generation.
Get the players together to generate their characters, do it term by term, and encourage the players to think of reasons how their characters may have encountered each other during this prior history. You can encourage this with minor rewards such as banking a mustering out re-roll, or re-roll of a skill on a skill table, or allowing them to just pick that term's skills.
If time permits get them to roll a couple of characters, then let them pick which one they want to play initially. Keep the others safe though...
4. Have an introductory adventure in mind.
Mongoose offers many short introductory adventures that can get you started, or you can re-purpose an introductory adventure from a different game, or just make up your own.
5. Listen to your players...
how is this different to communicate? Listen to them as they discuss things during the game, listen to them after the game. You are the referee, you can put them in situations that interest them, you can grant them clues and maguffins that further their interests and goals.
Always remember - this is a game, you play it to have fun, so have fun

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