Referee Burnout

IanBruntlett

Emperor Mongoose
Hi,

I'm torn between reading the Core rule book, some supplements and adventure books. And have been doing that for 8 months now.

I'm was finding it difficult getting enthusiastic about running Thursday's game so I decided to watch some episodes of Deep Space 9. Its slowly starting to work.

What other methods would you recommend?

TIA


Ian
 
Ask some of the players in your group if they want to try their hand running a game while you take a month off. Go to a con and be a player. GenCon is this week.

Ask yourself why you feel burned out. Do you feel bored with the current plot line/setting/genre/system? Are your players providing you with enough food for your imagination? Is there some group or organization that you want to incorporate that you really have not had the opportunity to do so?
 
Jon Brazer Enterprises said:
Ask some of the players in your group if they want to try their hand running a game while you take a month off. Go to a con and be a player. GenCon is this week.

Ask yourself why you feel burned out. Do you feel bored with the current plot line/setting/genre/system? Are your players providing you with enough food for your imagination? Is there some group or organization that you want to incorporate that you really have not had the opportunity to do so?

Well, none of my players are sufficiently familiar with the basics of the core rules so I can't see them GMing a game just yet. I've just had a look at GenCon and I'm guessing it is in Indiana and that's a long way from Northumberland:)

I suppose I'm missing some things from my long running AD&D 2e Greyhawk / Ravenloft campaign. Given the churn of players I find it hard to provide the following:-
* Having PCs with links to the world outside of their immediate circle.
* Magic. I've introduced Psionics but it just wasn't the same.
* Long running Action / Drama / Conflict

To provide this I need to:-
1. Keep on reading the Core Rules
2. Run the occasional gaming session where we do a kind of "shakedown" adventure to get GM and players familiar with some rules (have bought some plastic toy soldiers to act as figurines in combat)
3. Find time to further read Spinward Marches (I'm running an OTU game)
4. Get to grips with adventure books (I'm currently reading Project Steel).
5. Get players to grips with combat
6. Get me familiar with ship operations and combat.
 
Or possibly work from what you know into what you are learning.

Start the group off as low TL characters.

Then either have some high TL or the Imperium visit the planet.

Introduce the 'future' this way.

Maybe the characters are taken as slaves and work with some other 'slaves' and escape/capture the ship

Maybe they are recruited by the ship/Imperium to be soliders (canon fodder) and actually live to learn more.

Maybe a Battefield Earth like situation and the Imperium is the bad guys (or some criminals of the Imperium are the bad guys. And the Imperium is so impressed by the resolve of the plaent (players) that they start working with the planet to up lift it a bit)

Just some thoughts to a different twist on presentation.

Dave Chase
 
"Aim small, Miss small".. Mel Gibson in The Patriot...

I think that applies here. Start by reading the rules you need to be familiar. Skills (what they are, what levels mean, difficulty, effect) and a bit about combat. Then pick a simple adventure to go through. Classic Traveller adventures are the best. Mechanics wise I really enjoyed converting "Divine Intervention". Like many of the CT adventures I have to go through and update some stuff (like why aren't there networked computer terminals in each room).

Once you get a feel for the game then go back to character generation. There is a good example iat the end of the character gen chapter.

Small bites, easy to digest, keep yourself from getting overwhelmed.
Good Luck!
 
agrees with GamerDude,

introduce rules as you are more familiar with them, if space ship combat will feature in a game in the future, then don't worry about having the rules down pat now, plan your adventures have interactions prepared (if there are for example set skills going to be used such as computers or deception, have some formulas pre written so you can quickly give the players the target roll numbers)

also get the players to do the work. they should be learning the rules as well, take the load off you, it maybe your game in the fact your gming it, but you can't do that and play teacher as well...

chef
 
The Chef said:
agrees with GamerDude,
(snip!)
also get the players to do the work. they should be learning the rules as well, take the load off you, it maybe your game in the fact your gming it, but you can't do that and play teacher as well...
chef

1. I've written up some guidelines for the newer players (see below) However the punctuation didn't make it. If you want a copy with formatting in it, send me a PM with an email address to send it to.
2. Given the churn rate of players, I may ask the more reliable players if they would mind me running some adventures again.

About Traveller.
Traveller is a game where you take on the role of people, known as “Player Characters”
Traveller is a type of game known as a “Role Playing Game” (RPG)
One person takes the role of “Referee”, and “runs” the game for the players.
When something has to be decided (did I pick the lock?, did I break down the door?), the person involved rolls some dice, as guided by the Referee. See the section on Skill Checks in a later paragraph.
Player Characters are the key players in an episode/adventure ran by a referee. Each character is written up on a character sheet which records things like
Name, Profession, Age, Career etc
Innate characteristics – Strength, Intelligence etc
Skills – Athletics, Driving, Engineer, Gun Combat, Pilot etc
Usually the most experienced person takes on the role of referee however, as time goes by, some Players nay decide to try Refereeing.

Books.

RPGs are well known for having lots of books to be read by the GM.
Players, however just need to know the basics (Character Generation, Skills and Tasks, Combat) which can all be found in the Core Rulebook. Copies of the Core Rulebook and pencils etc will be provided by Ian at the start of the gaming session.

When and Where is Traveller?

Traveller is set in the far future.
Man has travelled to the stars and found more people and some aliens.
Humanity is a major player in interstellar space. There are, however, other influential aliens out there.
The main home of Traveller games is the O.T.U. (Original Traveller Universe), in a large area of space known as The Third Imperium. The Third Imperium is so big that the Traveller game takes place in a sector called The Spinward Marches. In fact the Spinward Marches are so big that the adventures take place in a sub-sector, The Sword Worlds.

(Player) Character Generation.
Player Characters are sometimes referred to as PCs.
The Referee is sometimes referred to as the GM (Games Master).
In this adventure, the player characters come from a common agricultural planet, Gungnir, in the Sword Worlds sub-sector and are working on Planet Steel to get some experience prior to embarking on a career as an Imperial Scout.

A word about Dice.

Everyone knows what a die is. Its a small plastic object you roll to get a number from 1 to 6.
That is true for the Traveller RPG. It uses dice a lot. Because of that, it has some abbreviations. Instead of saying “roll two dice, add them up and tell me the answer”, players are asked to “roll 2d6”. For three dice, you get asked to “roll 3d6” etc.

Did I succeed? See the Core Rulebook chapter on Skills
There are two different types of check – Characteristic check and Skill check.
Characteristic Check. This is determined by using your natural abilities (Strength, Intelligence etc).
A check may have dice modifiers (DM). For instance if you are trying to break down a door and are exceptionally strong, you get a bonus (aka a positive DM). If you were exceptionally weak then you would get a penalty (aka a negative DM). Here is a list of DMs:-
Characteristic score DM
0 -3
1-2 -2
3-5 -1
6-8 0
9-11 +1
12-14 +2
15 +3
Skill check. This is determined by your education and experience. Skills have levels and some skills may have specialities for example Engineer has specialities for Jump-Drive, Life Support etc.
If you have no experience in a skill you are using, you have a penalty of -3 when making a skill check. If you have the first level of a skill (confusingly referred to as level 0), you get a DM of 0. If you have the appropriate speciality for a skill, you get that level as a DM. For instance trying Drive Wheeled you get a DM of -3 if you've never driven in your life. If you are a trained Driver, you get a DM of 0. If you are a trained driver and have a specialisation of Drive Wheeled 1 then you get a DM of +1.

Combat Dice Rolls -See the Core Rulebook chapter on Combat

All Combat Dice Rolls are Just Another Type of Skill Roll, using 2d6 + DMs. See below:-
There are three types of attack:- Melee/Hand to Hand, Shooting, Thrown/Missile.
Missile attack. Uses the Melee Skill + either the character's Strength or Dexterity DM
Shooting Attack. Uses the Gun Combat skill + Dexterity DM
Thrown Attack. Uses the Athletics (Co-ordination) skill + Dexterity DM.
 
IanBruntlett said:

A word about Dice.

Everyone knows what a die is. Its a small plastic object you roll to get a number from 1 to 6.
That is true for the Traveller RPG. It uses dice a lot. Because of that, it has some abbreviations. Instead of saying “roll two dice, add them up and tell me the answer”, players are asked to “roll 2d6”. For three dice, you get asked to “roll 3d6” etc.

Might add a mention of the d66 roll here.
 
IanBruntlett said:
I'm was finding it difficult getting enthusiastic about running Thursday's game so I decided to watch some episodes of Deep Space 9. Its slowly starting to work.

What other methods would you recommend?
Look outside the science fiction box. SF has produced some world class entertainment, but SF does tend to have a particular feel, which it's very hard to shake off when you're thinking of running a game.

And there's only so much love for burnished steel bulkheads and stories which begin "You're on a final approach vector to the derelict spaceship. You're all on alert and the sensors are on full sweep for enemy fighters in the sector."

In the current story I'm running, the characters have to extract some essential information that will allow them to complete their job. They're planetside, and while the world they're on may be a water world there are sufficiently large islands that I can run land-based stories, meaning that the players don't have to think of rolling Seafarer and Athletics (swimming) every two minutes.

Part of the story is set in, of all things, a local inter school sports day - something the local community have set up as a "Schools Olympics." Now their target, the man whose files they need to liberate, is in a pickle.

Two schools are competing directly against one another in the Junior Girls' Diving finals, and the circumstances are about to get hairy for him. It turns out that he is a bigamist, and neither of his families are aware of the other. Except that it just so happens that the daughters from both his marriages have now been pitted against one another in the final dive-off.

This is, needless to say, a situation which the characters won't be able to resolve with Battle Dress and FGMP-15s ... or indeed weapons and armour of any kind.

It sounds far fetched to think about it, but if you want a good SF story you really need to look at sources you otherwise wouldn't think twice about.

- Newspapers are mostly out of the question. They're lurid, facile, hyped up and greatly exaggerated; a distorted, sexed up account of the world as told through the eyes of some mentally ill, deranged drug addicted alky who really believes that we can't get enough of Paris Hilton, Michael Jackson and Jordan / Peter Andre.

But maybe you could look at them, if only to get an idea of your next Patron: some bitter, jaded ex-journalist who's looking for the scoop that will get him back into the A list of journos, hopefully without getting himself killed in the process. Anything to keep him from realising that the best place for him is actually Rehab, which is what his wife really wants for him. (Maybe they can take the wife on as their Patron and haul off the journalist to Rehab against his wishes!)

- Films and TV shows set in the normal world. If you want cop shows, look at The Shield, and for real gritty realism look at UK TV cop documentaries. There's nothing like watching a well-coordinated police force in action to put the fear of God into an ordinary civilian; now imagine the player characters being that well-coordinated in the scenarios.

- Real life. Get out there in the sunshine and just people watch everywhere. Look at ordinary people going about their business; taxi drivers, bus drivers chatting in the bus station canteen, students boiling out of college in the afternoon, people heading off to the football match. Look at the little things, like little boys heading off to their first match with their Dads, both of them wearing identical scarves or kit and the look of pride on the father's face.

What are they talking about? What makes them happy or sad, if their attention's not taken up by the weather or the latest newspaper headlines? Think about what might make someone want to jet off on an adventure. Now think about what would make them want to take on passage on a tramp free trader, working alongside surly, greasy, tight-lipped, hairy people they've never met before.

Have fun. And don't let burnout ever stop you thinking about Refereeing. Trust me, once you suddenly realise that you can make up and run all these wonderful people, as compared to the player characters who only have one person to look after, you'll suddenly realise why refereeing is the best job going.
 
alex_greene said:
Have fun. And don't let burnout ever stop you thinking about Refereeing. Trust me, once you suddenly realise that you can make up and run all these wonderful people, as compared to the player characters who only have one person to look after, you'll suddenly realise why refereeing is the best job going.
I ran a game today. I prepared for one moderately experienced player + a novice. So I thought it would be a gentle introduction if I 1) gave him a small document introducing Traveller and 2) rolled up a couple of characters for the novice.

Well, the novice bowed out at the last moment so I was stuck with Project Steel and not enough players to make a good effort of it. So I ad libbed heavily (and it turns out. I really like ad-libbing) and we had a really neat search and rescue adventure and we both had a really good time.
 
i ab-lib all the time, especially npc's... and buildings, and planets, and story lines...

infact i do so little preperation it hurts.

i just note down names, so i can remember later

chef
 
Play some 3:16 Carnage Among the Stars if you can get your hands on a copy. That always wets my appetite.
 
Woas said:
Play some 3:16 Carnage Among the Stars if you can get your hands on a copy. That always wets my appetite.

Someone's taking over printing that soon aren't they?

Someone who was at Dragonmeet SW, can't remember who.....

LBH
 
Not sure. I just ordered a copy from Indie Press Revolution though. I think they got a couple dozen in stock.

lastbesthope said:
Woas said:
Play some 3:16 Carnage Among the Stars if you can get your hands on a copy. That always wets my appetite.

Someone's taking over printing that soon aren't they?

Someone who was at Dragonmeet SW, can't remember who.....

LBH
 
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