Hullo,
I'm a new member here, big Paranoia fan, and I just bought Traveller yesterday. Before my normal game last night my players and I were flipping through the "little black book" and were so captivated by character creation that we blew off our regular game and spent the night making characters. It was great fun; almost a mini-game in itself.
Naturally we began thinking of putting together a campaign. But looking through the book we had a couple of concerns and questions:
Experience -- there was a small paragraph on Learning New Skills. Is that the whole of the character advancement system in Traveller? No experience points or the like, just "I'll spend 5 weeks to learn Piloting"? The game seems to have a lot of downtime, wouldn't this lead to skill glut?
Economics -- Wow! Ships are expensive! After crunching the numbers, my players & I started to wonder why anyone would leave their careers (in our cases: diplomat, naval officer, explorer) to become a hopelessly indebted trader. Mortgaging a 30 year-old ship with 13 shares, we ended up owning >12,000 credits a month! Is that right? Could trading possible be lucrative enough to make this worthwhile?
Crunch -- Wow! Ships are complicated! I appreciate the realism (acceleration instead of speed, etc), but neither I nor my players are "gear-heads" and this is just too much detail for us. Is there a simplified ship system? Is this just the wrong game for us?
Setting -- The main rulebooks has very little setting of GM info. Is there a "Referee Guide" of some sort? I'd like some more info about the 3rd Imperium. I read online that there is no FTL communication, is this true? (I hope so: I love this idea and use it in my homebrewed SF games). If it is true, how do traders pay their mortgage monthly? They can't "wire" the money, do they have to travel back to civilisation every month to hand the bank a cheque? With at least a week's travel out to the fringes and back, that doesn't leave a lot of time to make 12,000cr.
I really like Traveller and want to play it. I could, of course, house-rule these concern, but I'd like to get the official answers first. Thanks for any help or suggestions.
Cheers,
--MT
PS Did I see an Int Sec trooper in one of the illustrations?
I'm a new member here, big Paranoia fan, and I just bought Traveller yesterday. Before my normal game last night my players and I were flipping through the "little black book" and were so captivated by character creation that we blew off our regular game and spent the night making characters. It was great fun; almost a mini-game in itself.
Naturally we began thinking of putting together a campaign. But looking through the book we had a couple of concerns and questions:
Experience -- there was a small paragraph on Learning New Skills. Is that the whole of the character advancement system in Traveller? No experience points or the like, just "I'll spend 5 weeks to learn Piloting"? The game seems to have a lot of downtime, wouldn't this lead to skill glut?
Economics -- Wow! Ships are expensive! After crunching the numbers, my players & I started to wonder why anyone would leave their careers (in our cases: diplomat, naval officer, explorer) to become a hopelessly indebted trader. Mortgaging a 30 year-old ship with 13 shares, we ended up owning >12,000 credits a month! Is that right? Could trading possible be lucrative enough to make this worthwhile?
Crunch -- Wow! Ships are complicated! I appreciate the realism (acceleration instead of speed, etc), but neither I nor my players are "gear-heads" and this is just too much detail for us. Is there a simplified ship system? Is this just the wrong game for us?
Setting -- The main rulebooks has very little setting of GM info. Is there a "Referee Guide" of some sort? I'd like some more info about the 3rd Imperium. I read online that there is no FTL communication, is this true? (I hope so: I love this idea and use it in my homebrewed SF games). If it is true, how do traders pay their mortgage monthly? They can't "wire" the money, do they have to travel back to civilisation every month to hand the bank a cheque? With at least a week's travel out to the fringes and back, that doesn't leave a lot of time to make 12,000cr.
I really like Traveller and want to play it. I could, of course, house-rule these concern, but I'd like to get the official answers first. Thanks for any help or suggestions.
Cheers,
--MT
PS Did I see an Int Sec trooper in one of the illustrations?