Personal Canon?

Matian

Mongoose
Disclaimer: This is NOT to start canon war over what is or is not "official" in the OTU. If we could NOT talk about OTU canon in this discussion, that would be AWESOME.

When you are GMing a game, what books do you consider canon for YTU? What books, if any, do you allow unrestricted access to? Do you eagerly incorporate each new supplement, or pick and choose between them? What is your GMing style, and how and why does your approach work for you?

For myself, I allow unrestricted access to TMB, Scout, Scoundrel, Agent, all vehicle and spaceship books, and all 3I setting books. Alien supplements, CSC, and careers from the other books are generally allowed with my approval. High Guard is in-between; I'm more lenient with it than Mercenary, but I still want to look over characters before I let my players run with them. Psion and third-party supplements are forbidden, and I reserve the right to retcon anything in the OTU into or out of existence. For tech, I cap it at 12-13, 14 for high-tech planets like Mora and if the party has military or noble connections.

I tend to buy the supplements as I can afford them and incorporate them as I read them. 1,001 Characters is a good starting point for quickly generating NPCs and drop-in players, so that gets the most use out of any other supplement. I prefer to run civilian over military campaigns, so those books tend to be higher priority than Military Ships/Vehicles (I do not know what I did without the Fast Trader OMG.)

My play style is fast and loose, and I generally don't have an overarching plan, but regular story seeds to gum up whatever the players are trying to do. After my last group managed to avoid all six (different!) story points three sessions in a row, I just threw out my notes and started winging it based on whatever the players want to do. We keep eachother on our toes, and it's a very casual, fun, yet still intense experience.

So there's my novel. Your turn!
 
Matian said:
When you are GMing a game, what books do you consider canon for YTU?
None at all, I usually change what I consider necessary to adapt the rules
to my specific setting.
What books, if any, do you allow unrestricted access to?
The players have access to whatever they like, but they have to be aware
that the content of the books does not necessarily describe the reality of
my setting. However, even the parts not used or changed by me can pro-
vide inspiration to the players, so I welcome it if they read the books -
with a little luck they discover something they want to introduce into the
setting.
Do you eagerly incorporate each new supplement, or pick and choose between them?
I pick and choose.
What is your GMing style, and how and why does your approach work for you?
We play a "sandbox" type of setting, the characters are mostly free to do
whatever the inner logic of the setting allows, and I play the reactions of
the setting and introduce more or less random background events.

Why does it work ... I have no idea, probably because I can do what I like
best, build a setting and see how it develops under the influence of the
players' characters, and the players have a maximum of freedom for the
activities of their characters ?
 
My present Traveller group includes one of my old comrades from our first-ever RPG group, more than 25 years ago. Back then, we had a GM who had a HUGE thing about the Ancients. After he used the Ancients to kerb-stomp us repeatedly throughout Twilight's Peak and a couple of his home-brew scenarios, my comrade warned me never, ever, to use Ancients in a game.

So now I'm the GM for an Aramis subsector game... and the closest I've got to 'Ancients' was adapting Event Horizon and setting it aboard the Annic Nova. :twisted:

I guess our old GM viewed his campaign as 'him versus us'. It certainly put me off anything to do with Grandfather and His Magical Fiat Generator Of Ultimate Coolness (in a Pocket Universe, no less)...
 
When I game in the OTU, I use the published information about the setting as "Public Knowledge". I then change it to what I want for the "Real Story". The contradictions within the published setting materials are kept since it is all public knowledge and we all know how accurate Wikipedia is about every subject!

Rules-wise I pretty much use everything published IMTU.

PSION was one book that I really restricted. While I like a lot of the new powers it gave, I felt they were best handled as NPC level powers. I did allow the one PC who rolled Psionics to select from a couple of the advanced powers, but it was a very limited list.

CSC was another book where I restricted some of the advanced melee weapons. I decided to allow them all, but placed some pretty significant restrictions on their availability.

Scoundrel and Agent were heavily mined for info on Networks, Identities and Membership in various organizations.

Merchant Prince will be used a lot too.
 
Matian said:
When you are GMing a game, what books do you consider canon for YTU? What books, if any, do you allow unrestricted access to? Do you eagerly incorporate each new supplement, or pick and choose between them? What is your GMing style, and how and why does your approach work for you?
I use Mongoose' Spinward Marches as the backdrop to my main Traveller game (I've also dabbled with Judge Dredd and have Strontium Dog and Babylon 5 ready to be used one day). I've even dabbled with Psionics.

My players aren't heavily into reading things. However, there are a few things in the Central Supply Catalogue that I didn't allow a player to have (portable fusion weapon, IIRC)

My canon is that I don't believe in canon :) In particular, GM decisions consider at least two things 1) is this thing conducive to good game balance and 2) is this thing biased towards the game being a game or a simulation?
 
Matian said:
Disclaimer: This is NOT to start canon war over what is or is not "official" in the OTU. If we could NOT talk about OTU canon in this discussion, that would be AWESOME.

When you are GMing a game, what books do you consider canon for YTU? What books, if any, do you allow unrestricted access to? Do you eagerly incorporate each new supplement, or pick and choose between them? What is your GMing style, and how and why does your approach work for you?

For myself, I allow unrestricted access to TMB, Scout, Scoundrel, Agent, all vehicle and spaceship books, and all 3I setting books. Alien supplements, CSC, and careers from the other books are generally allowed with my approval. High Guard is in-between; I'm more lenient with it than Mercenary, but I still want to look over characters before I let my players run with them. Psion and third-party supplements are forbidden, and I reserve the right to retcon anything in the OTU into or out of existence. For tech, I cap it at 12-13, 14 for high-tech planets like Mora and if the party has military or noble connections.

I tend to buy the supplements as I can afford them and incorporate them as I read them. 1,001 Characters is a good starting point for quickly generating NPCs and drop-in players, so that gets the most use out of any other supplement. I prefer to run civilian over military campaigns, so those books tend to be higher priority than Military Ships/Vehicles (I do not know what I did without the Fast Trader OMG.)

My play style is fast and loose, and I generally don't have an overarching plan, but regular story seeds to gum up whatever the players are trying to do. After my last group managed to avoid all six (different!) story points three sessions in a row, I just threw out my notes and started winging it based on whatever the players want to do. We keep eachother on our toes, and it's a very casual, fun, yet still intense experience.

So there's my novel. Your turn!

I have just started my first Traverller campaign.
Its set in the marches with the players all being Swordworlders.
They have access to my books but I decide whether to allow anything that takes there fancy.
At start they could only have Tl11 muster and could spend there 2k on up two Tl12 stuff.


I tend in all my games to have structured scenarios but then wing it as the players make decsions.

Just started with the rescue leading in to adventyre S. with a few small jobs and hooks but in.
 
I leave open any book that was ever printed for Traveller, but as always being the GM I hold the right to say that is or is not as it is. I am lucky and have been playing Traveller now for almost 33+ yrs now, and have based my 26+ yr campaign out of the Verge sector. For my setting over the years every system has been completely defined and from time to time I update or tweak a system to spice it up or add a little new flavor.

Also for me my campaign date is 1129 and the AI Virus never happened nor never will, at best I am using istead a "Plague Virus" that is sweeping across space that is like in nature the plague from "I am Legends" with killing most folks and some are imune, and still other tern into those Mutant Carnivorus Proto Human monsters<g>! Although the plague isn't as deadly with the other non-human races, it is only the humans that can become those mutant monsters. So others stay clear of former human space. Anyway the Verge sector seems for some reason untouched, most likely it's isolated location to be basically remaining untouched by the wars and plague. With the pull out of the 3I forces to go fight the wars years ago, local governments and corporations were left to fill the void to maintain the peace and control of the region.

Penn
 
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