NEWBIE TAVERN -- vets welcome to provide hints

Beachboy2017

Mongoose
This is a thread for NEWBIEs....where all extremely dumb questions are welcome...me being a newbie too.... veteran commanders also welcome though to provide inspiration and hints and what to do next....
(1) I figure "read the rules" is a good start..... but there's so much info.... other than character generation ....what's really important to begin with?
(2) If a "newbie" has gotten this far that's good!!! It means you are going to use the FORUMs.... there are others...perhaps people could list some good ones for the NEW TRAVELLER....? Like "Citizens of the Imperium"????
(3) obviously these days there is also YOU TUBE and I myself have discovered some good posted videos there to get me in the spirit....There's a really good one on group participation in character generation.

8)
 
Beachboy2017 said:
This is a thread for NEWBIEs....where all extremely dumb questions are welcome...me being a newbie too....

There are no dumb questions, only unasked questions.
 
For the GM to understand? either combat or space combat in my opinion. Chances are your players are going to shoot at something or other as soon as they get a reason to.

The steps needed and player rolls involved for a ship Jump in the spacecraft operations section will let them know what they need to do to Travel from one system to another, so jot that down on a piece of paper and pin it it your screen. :)
 
Beachboy2017 said:
FIRST QUESTION....
posted already.... What is priority chapter in new Mongoose Rulebook after character generation? :lol:

The Skills chapter. It tells you how to roll, what it all means, and what skills are available (and which does what).
 
For reference questions, the Imperial Encyclopedia is essential, but it only starts to be useful after you start to know what questions to ask.

In terms of getting started, I offer a "me too" for the pointer to the skills chapter.
 
PsiTraveller said:
For the GM to understand? either combat or space combat in my opinion. Chances are your players are going to shoot at something or other as soon as they get a reason to.

The steps needed and player rolls involved for a ship Jump in the spacecraft operations section will let them know what they need to do to Travel from one system to another, so jot that down on a piece of paper and pin it it your screen. :)

OK...I've watched the character generation video on YOU TUBE...and followed along the rulebook..... and based on advice below carefully reviewed personal combat (not ship combat).... So I enter a lounge/tavern and find a group there about to embark on a mission.... Do I just agree with them to tag along and board the nearest shuttle with them....nothing else really required....??????

Somebody above said there were NO DUMB QUESTIONS...so.... 8)
 
Beachboy2017 said:
[. . . So I enter a lounge/tavern and find a group there about to embark on a mission.... Do I just agree with them to tag along and board the nearest shuttle with them....nothing else really required....??????
The rules include a "Connection Rule" to give the group a reason to know each other in advance of the start of adventuring. There's also the "Skill Packages" rule, which allows the group to be sure to have the skills needed for a particular style of adventure.
 
Gunshots heard; shrapnel pinging all along the alley way.

"Why are those people chasing us, and who the hell are you?"
 
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