New to Traveller? Some tips...

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 - I'll post mine later on in this thread.

1.2 Also worth mentioning is your setting will grow with time, you will likely use what the players get up to and your own interests in sci fi to build the universe you and your players like to have adventures in.

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...

2.2 Traveller has a lot of technology detailed at various TLs but don't feel beholden to it, if you want a scout ship equipped with a teleportation system to get to and from the planet then don't worry about what the TL chart says.

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...

3.1 As has been mentioned downthread a session zero also gives you a chance to run a combat, run a sample problem solving exercise, show your players how the skill system works, social interaction with NPCs, this could be nothing more than a shopping trip, a simulation...

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.

4.1 I use Death Station as an introductory adventure for every group, other adventures do it just as well, I add the meeting with the PCs first patron, more on Eneri Kuvick and hos bodyguard Gurt later...

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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3. Have a session zero for character generation.
...encourage the players to think of reasons how their characters may have encountered each other during this prior history.

4. Have an introductory adventure in mind.

Always remember - this is a game, you play it to have fun, so have fun :)

One of the suggestions I have seen (and like) is that when the players are generating their characters backgrounds is to as they roll those "life events" do a small "adventure" customized to that event and those characters. Have them role play the event where they met "Bob the Bartender" and made him a contact (or ally, rival enemy whatever). Do the same for the events where they meet each other and set the stage for them to one day become partners in trade (adventures or crime as the case may be). So when their "Pirate Enemy" Jack the Butcher keeps showing up and trying to take their ship they know WHY, it is personal (because of you foiling my scheme I lost my noble title, you disgraced my family by knocking up my sister and leaving her behind or whatever).

A mini adventure of their past, how they encountered and made these people into contacts, allies, rivals and enemies. Lets them practice the game in ways that don't change their characters but do add character to their connected NPCs and connect the player with the characters past.

Make those histories live for them don't just go "okay you know each other" or this is "Jim your contact".

One of my suggestions is take copies of the PCs and make NPC's out of them. MULTIPLE NPCs. For example the PC who is a University graduate and 2 term Free Trader becomes the 18 year old NPC about to enter University, the university student, new graduate, just hired Merchant, during his 1st term Merchant and so on. Takes a lot of the work out of creating NPCs and if the player ever complains the NPC is unreasonable you can explain "But he is YOUR PC during his 2nd term as a merchant". Even more fun can be having the younger NPC end up hero worshipping the PC and wanting to "be a hot pilot just like you".

For your merchant PC instead of a mortgage on that Free Trader they own 25% of they could just as easily have bought into it during their career and the old owner/captain (contact/ally whatever) has retired owning the other 75% and is expecting to live off 75% of the profits. If they amass enough ahead they can slowly buy him off but they don't have the mortgage over their heads though he might show up complaining if the money isn't rolling in. Another reason for the side adventures of course is to make the money to buy him out quicker. Helps if you did that role playing mentioned above including him and setting his personality. Is he a curmudgeon always complaining about how poorly you are doing or trying to jack up the price of being bought out or is he going to be scrupulously honest and expect the same of you? Will he become an enemy and try and take the ship back? Make a written contract of the agreement guaranteeing him a living income if they fail to profit and allowing him to sell his share off (the new owner might be a real bitch). Or he could die leaving his share to someone nastier or always into get rich quick schemes.

Don't forget to remind them that their crimes may follow them between worlds as advanced forensics do exist and even low TL worlds might have off world experts and gear to handle the evidence you leave behind. Big enough crimes can make that bounty hunter worth while to those worlds. Stealing the crown jewels of a minor Kingdom on a balkanized world may just haunt you. Offend a nobles (or crime lords) honour and you may get a NEW enemy for life (save their honour/face and it may be an ally for life or until they feel you are paid back). Let them create by their adventures new contacts, allies, rivals and enemies.
 
You could get them to play pregenerated characters in a short, one off scenario.

That would introduce them to game mechanics and character concepts.

The role playing around the life events does the same. Part of it is what skills you achieved during the term. You got your broker skill and a romance, maybe your teacher was the romance or maybe it was another student? Your gun combat was linked to criminal charges, you end in a situation where you need that gun maybe to stop a brand new rival or a new enemy. It also begins those uses when you have very few and low level skills.
 
The role playing around the life events does the same. Part of it is what skills you achieved during the term. You got your broker skill and a romance, maybe your teacher was the romance or maybe it was another student? Your gun combat was linked to criminal charges, you end in a situation where you need that gun maybe to stop a brand new rival or a new enemy. It also begins those uses when you have very few and low level skills.

True, but one of the things you can do in a pre-gen scenario (or just a series of short, one-off staged engagements) is to deliberately showcase certain skills or items in a controlled, non-campaign-affecting way:

So you were a Marine in the Support Division (tech guy with the mechanics and motor pool). But you were a Marine after all, and have seen a lot . . .

"So just how much damage does a Fusion Gun or an HE RAM Grenade do against TL14 Ballistic Cloth or Combat Armor . . . Or my characters Protec-Suit that he just mustered out with . . ."

It gives the new player experiential perspective that his character would have, that he might not appreciate from a perusal of the game mechanics alone.
 
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One way you could introduce the game to players that are new to Traveller but are experienced with other games, might be to run the initial scenario as a teaser, to set up the main plot and with the expectation that their initial characters won't be used later.

Responsible version: This took place some time before the upcoming campaign, which will explore the consequences of the teaser. Characters may turn up as NPCs, and their fates should be referenced.

Evil version (ONLY if the playing group can cope): Don't tell them, and everyone dies. What they were expecting to be A New Hope turns out to be Rogue One.
 
Here is the handout I give to new players unfamiliar with the setting, it is cribbed together from classic Traveller supplemental rulebook introductions:

"Traveller is set in the fat future, in the sectors of the galaxy controlled by the Imperium, a remote central government possessed of great industrial and technological might.

The lmperium is a strong interstellar government encompassing 281 subsectors and approaching 11,000 worlds. Approximately 1100 years old, it is the third human empire to control this area, the oldest, and the strongest. Nevertheless, it is under strong pressure from its neighbouring interstellar governments, and does not have the strength nor the power which it once had.

Due to the sheer distances and travel times involved it is unable to exert total control at all levels everywhere within its star-spanning realm. As a result, the Imperium allows a great deal of autonomy to its subject worlds beyond the central Core systems.

On the frontier, in a sectors called Marches, extensive home rule provisions allow planetary populations to choose their own forms of government, raise and maintain armed forces for local security, pass and enforce laws governing local conduct, and regulate commerce (within limits). The Imperium asks for respect for its overall policies, and for a united front against outside pressures.

Defence of the frontier is mostly supplied by local indigenous forces, stiffened by scattered Imperial Naval bases manned by small but extremely sophisticated assets.
Conflicting local interests are often settled by force of arms, with Imperial Armed forces quietly looking the other way, unable to intervene in any but the most wide-spread disputes, which threaten the security or the economy of the area.

The Imperium maintains the Imperial Interstellar Scout Service, equal in stature to the Imperial Navy and Army, whose duties include exploration of and beyond the Imperial frontier, on-going mapping and surveying of Imperial territory, and the maintenance of interstellar communications through its express boat network.
The IISS maintains bases and waystations on many worlds in order to facilitate its mission.

Trading within the relative safety of the Imperium are the merchantmen. Whether free trader or megacorporation bulk transport, tramp liner or luxury cruiser, it is trade and commerce that is the life blood of the Imperium."
 
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There's always throwing them in the deep end, with an in media res opening.

Throw too much at them for them to cope and see what sticks in the chaos. But have an escape clause ready.
 
More helpful hints from a old Traveller grog:

1. Don't worry whether or not you are always on-point with the lore of the game. The Official Traveller Universe is literally as old as Greyhawk and there's a lot of stuff in there. Don't worry if you see us old grogs arguing about this point or that. It's what we do but at the end of the day these are just our opinions. There is a phrase we use a lot on the board here, 'IYTU' and 'IMTU'. It means 'In Your /My Traveller Universe'. How you play Traveller [or any other game] is gonna be different than the way I do it. That's. Just. Fine. If it's fun for your players, do it. If you want the Imperial Marines to look like Killer Clowns from Outer Space [with Fusion Rifles], have at it and enjoy.
2. Once you gather your players, take a moment to read your audience. Some players are gun nuts and want to blast their way through the universe, others want a 'heist movie' a'la Ocean's Eleven. The Q and A for this will take up much of Session Zero.
3. I'd suggest setting up a sandbox. Pick a subsector... any subsector where the majority of planets are J-1 or J-2 from each other is good.
4. If you want to use the OTU for your Traveller game, I suggest buying one of the regional books [Behind the Claw, Trailing Frontier, etc.] and setting up your sandbox there.
5. Don't be afraid to ask questions on the board here. We're happy to help.

Welcome aboard the Beowulf.
 
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More helpful hints from a old Traveller grog:

1. Don't worry whether or not you are always on-point with the lore of the game. The Official Traveller Universe is literally as old as Greyhawk and there's a lot of stuff in there. Don't worry if you see us old grogs arguing about this point or that. It's what we do but at the end of the day these are just our opinions. There is a phrase we use a lot on the board here, 'IYTU' and 'IMTU'. It means 'In Your /My Traveller Universe'. How you play Traveller [or any other game] is gonna be different than the way I do it. That's. Just. Fine. If it's fun for your players, do it. If you want the Imperial Marines to look like Killer Clowns from Outer Space [with Fusion Rifles], have at it and enjoy.

Makes note of the new Imperial Marine dress code to bedevil @ottarrus with.

2. Once you gather your players, take a moment to read your audience. Some players are gun nuts and want to blast their way through the universe, others want a 'heist movie' a'la Ocean's Eleven. The Q and A for this will take up much of Session Zero.

Some will be tech nuts and want all the cool gadgets like neural jacks and augments. They’ll be skill collectors, too. Ask me how I know. ;)

3. I'd suggest setting up a sandbox. Pick a subsector... any subsector where the majority of planets are J-1 or J-2 from each other is good.

This. So much this. Also. Sketch out a bit of interesting data of your own about systems near where the players start. You might not need it for a while, but it can percolate and make for interesting twists later when it combines with new happenings.

4. If you want to use the OTU for your Traveller game, I suggest buying one of the regional books [Behind the Claw, Trailing Trailing Frontier, etc.] and setting up your sandbox there.

The Deep and the Dark or The Borderlands would make for a more intimate setting that isn’t too high tech and has more opportunities for conflict (physical and otherwise) than the most established areas.

5. Don't be afraid to ask questions on the board here. We're happy to help.

Welcome aboard the Beowulf.

Indeed.
 
Another tip.

Don't always tell the player what skill to use for a particular situation, let them decide the skill and characteristic they wish to bring to the task. You may disagree with their choice, but ask them to describe what their character is doing. This encourages role playing. The only caveat would be to insist the player chooses the most appropriate characteristic modifier, not just their highest every time :)

1. I roll my engineering skill plus Int.

2. I use my engineering skill to attempt to re-route the power distribution node, since I have to work out which way everything is flowing Int is more relevant than Edu in this case.

this may mean the player is making up technobabble - let them.

You may find some players don't like doing this, and prefer you to tell them, or they stick with example 1 type rolls. If that is how they want to play the game and they have fun doing it let them.
 
Nicely done! i personally, am kinda bored with the OTU. Some of the tech conceits grate on me, and the sheer size gets to me. Which is why I am always looking at other sci-fi systems such as d6 Star Wars (playing fringers or merchants), or Star Frontiers (despite its wonky setting, I like the lack of gravitics and the FTL travel time of 1 LY per 20 hours).

I just wish Mongoose would make more setting-agnostic books. Yes, there are a ton of resources out there such as Stars Without Number or Savage Worlds The Last Parsec, but no one comes close to the design and ... gravitas that Mongoose brings to its books. They could start a sub-line of products with small-batch print runs (or PDF only) that I think would work.

Otherwise, I guess we're just ceding alternate Traveller universes to Cepheus Engine. Is that by design, if so, cool.

I dislike easy gravitics, which is why IMTU they don't appear until TL10 along with jump-1 drives. Meta-game reason: it makes planetary landings risky and exciting (see the Alien and Aliens movies) and make space combat a bit more hairy (See Space: Above and Beyond and The Expanse), I also like the PCs being force to use tracked/wheeled vehicles, boats, zepplins, etc.

I also like beam weapons. Yeah, yeah I get that guns just make sense from a cost and effectiveness standpoint. But blasters are cool.

Honestly, I think the OPs musing should be posted on the main Traveller page as a free download to encourage new players.
 
More helpful hints from a old Traveller grog:

1. Don't worry whether or not you are always on-point with the lore of the game. The Official Traveller Universe is literally as old as Greyhawk and there's a lot of stuff in there. Don't worry if you see us old grogs arguing about this point or that. It's what we do but at the end of the day these are just our opinions. There is a phrase we use a lot on the board here, 'IYTU' and 'IMTU'. It means 'In Your /My Traveller Universe'. How you play Traveller [or any other game] is gonna be different than the way I do it. That's. Just. Fine. If it's fun for your players, do it. If you want the Imperial Marines to look like Killer Clowns from Outer Space [with Fusion Rifles], have at it and enjoy.
2. Once you gather your players, take a moment to read your audience. Some players are gun nuts and want to blast their way through the universe, others want a 'heist movie' a'la Ocean's Eleven. The Q and A for this will take up much of Session Zero.
3. I'd suggest setting up a sandbox. Pick a subsector... any subsector where the majority of planets are J-1 or J-2 from each other is good.
4. If you want to use the OTU for your Traveller game, I suggest buying one of the regional books [Behind the Claw, Trailing Frontier, etc.] and setting up your sandbox there.
5. Don't be afraid to ask questions on the board here. We're happy to help.

Welcome aboard the Beowulf.
Agreed! Also remember, the "OTU" only exists until your first game session. After that it is all yours. It is your universe to change however benefits you and your players. Traveller is a wonderful game! Welcome to the adventure!
 
I can see why Mongoose doesn't, aside from some discussion about it in some of the sourcebooks (like alternate FTLs in High Guard). If you start a new line, you're expected to support it, and right now they really have their hands full just with Charted Space and 2300AD, especially as they have taken over responsibility from FFE.

The best we might hope for is a campaign design sourcebook, that covers various science fiction settings and lays down some frameworks of expected elements from soft to hard. The differences are mostly in the science part, but how the fiction is applied is important too - as an example, Vargr and Aslan aren't a problem scientifically, but highly humanoid aliens are unlikely, and a fictional convenience. Charted Space hardens that up a bit by having precursor aliens to explain all the human varieties plus the Vargr... and to potentially fix other holes in the odds of things happening.
 
Question - which of the CT adventures, double adventures and adventure boxes require the Third Imperium as a backdrop? Or is it easy to change the name of the big off board empire to Empire, Federation, Cooperative whatever...

the same can be said of the majority of the MgT adventures, they do not need to take place within the Third Imperium setting, you can move them to your own universe easily enough.
 
Anything can be rebadged, but the classic stuff that relies on specific Charted Space elements needs more work. If it relies on Zhodani being psionic commandos and YTU does not have psionics, you'll need to change something or use something else. If you have no ancient precursors, most of the Secret of the Ancients may need heavy rework.

Any label or picture can, however, be changed. Zhodani are now the breakaway Psionic Republic of Khonn. The Droyne are now hive crustaceans and Grandfather is a rogue AI they created five thousand years ago who abandoned them and moved to hyperspace.

Done.
 
Zhodani are now the breakaway Psionic Republic of Khonn. The Droyne are now hive crustaceans and Grandfather is a rogue AI they created five thousand years ago who abandoned them and moved to hyperspace.
He knows the secrets! Call the Low Pontificant! We must silence him!
 
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