Tips for MGT and Traveller Refs: Post them here!

apoc527

Mongoose
There may be a thread like this elsewhere in the forum, but I can't find it, therefore, I'm starting a new one.

This thread's purpose is to collect "tips and tricks" (maybe for inclusion into Freelance Traveller someday) of the experienced MGT and general Traveller Referee's on this forum.

So, whether mechanical tips and tricks for running MGT as smoothly and enjoyably as possible or tips on how to run an exciting merchant game in the Spinward Marches, let's hear 'em!
 
The Connections Rule (Core pg 8 ) - highly recommended!

Use Task checks wisely - they should add spice to a game - the element of risk and luck that makes things more interesting. Not something to burden down the roleplay with.

On that note - don't let the rules get in the way of good roleplay! If it takes too much time and effort to play 'by the book' - then wing it.

There are no rules - only 'official' guidelines. Follow the story - it will lead where the rules cannot go...
 
I really agree with BP's Second Rule. I have played entire games without rolling a single Task Check. It was really fun. If the Character has the skill to do something and it makes sense for the story, use it. (Don't misunderstand, I rolled a lot of dice behind the screen, but that was only for effect, I never actually needed to use any of the rolls). ROLEplay not ROLLplay.

My Rules:
Encourage use of the Task Chain. Helping each other is a great way to build up Character TEAMS.

If the PCs deviate from the "plan", run with it. It might have ruined your prep time, but it is usually fun anyway. Don't be afraid to "wing it".

Ask the PCs what kind of game they want to play and give it to them. Let it be THEIR game, not yours. As I like to say, "My Universe, your Game."
 
Rikki Tikki Traveller said:
Ask the PCs what kind of game they want to play and give it to them. Let it be THEIR game, not yours. As I like to say, "My Universe, your Game."
Catchy :D

I've never explicitly asked my players what they want to play - however, my approach aims for just that. I give them senarios which encompass any number of things (that I enjoy refereeing - I prefer the term OUR game!) - then expand upon the ones they seem to enjoy the most. Effectively I 'ask' this question via roleplay. As my players have historically been new to RPGs - this works well. YMMV with more experienced players who know what they want, though, often what people think they would want turns out to be less enjoyable than what they could have...

This is also the reason I encourage 'play as rolled' characters - it puts people in a position of trying new things. Its been my experience that players really enjoy this. Since players are ultimately responsible for 'making' their PCs personalities and actions, regardless of starting conditions and game mechanics, I've never had a complaint. (Nothing stops a PC from piloting - except for maybe the ground ;) - but, hey, they can still try...)
 
I usually begin with a basic idea for a setting, which I then expand into a
description of a few pages, mainly the general framework without any de-
tails.
When this is finished, I hand it to the players and ask them what they think
of it, what should be added or deleted, and what kind of characters could
have what kind of adventures in this setting.
If the players like the setting, this input from the players is then used to
complete the setting, now with the background details I do not want the
players to know, usually a description of about ten to twenty pages.
In most cases I also post the difficult parts of a setting on a forum to ask
for some more interesting ideas, especially ones that are different enough
from my usual "style" to surprise the players.

If necessary I then write the modifications of the rules required by the
setting, including for example altered or new careers, different technolo-
gies and thelike, and give the players these informations, too.

Once the players have created their characters and we have made sure
that they fit into the setting and can work together as a group, we play an
introductory adventure to "implant" the characters into the setting and to
test the modified parts of the rules.
This introductory adventure is the only pre-planned adventure of the cam-
paign, afterwards the setting becomes a "sandbox", and the players are
free to let their characters do whatever they like.
This approach still requires some preparations, so at the end of each ses-
sion the players inform me about their characters' plans for the next ses-
sion. This allows me to design the necessary NPCs, locations and all that.

My "philosophy" during the game is quite simple: The better detailed the
setting, the less rules and dice rolls are needed, because many decisions
can be made by following the "inner logic" of the setting, for example the
motivations of the NPCs and such.
Dice are only used when there is no obvious plausible development of a
situation and when the outcome is important for the story, otherwise the
rule is: "What is most likely is what happens".
 
Always remember that any NPC intended for combat only takes at most five seconds to stat up : Str, End, Dex and their active combat skill. Anything else is unlikely to come up in combat.

Any non-combat NPC takes less time, as you just need to worry about their DM for the specific task you need that NPC to perform (if that much).
 
Carlson said:
Always remember ...
The first thing to remember is Tactics check at the start of combat may be applicable - so you might want to include Int in that list ;)

Leadership and Medic checks might also be relevant - meaning Soc and Edu should be added. Obviously, the addition of the relevant skills may be in order as well...
 
Keep things small, flavorful and personal.

I mean, with all the generation and design systems out there for Traveller, it might be tempting to create a huge area of space dominated by enormous empires with massive warships. But in many cases, it will serve your game better to focus on one or two subsectors and on smaller ships.

A quadrant is far bigger than it appears in the first look, and a sector is A LOT of space. Practically speaking, you probably won't be able to detail each and every world in such a large area of space and give it a distinct, memorable flavor. This leads to the creation of many filler worlds - yet another Starport D on some god-forsaken rockball (or yet another starport A on one of the many garden worlds in the sector) with no apparent plot-hooks tied to it and no purpose to serve but to fill space and provide yet another stopover for the players.

For most campaigns, a single subsector, or two at most, will serve the game very well. When you only have 30-60 worlds to worry about, you can focus much more though, time and efforts on each and every of them; make each unique and memorable. The same goes to ships - if it's big and powerful enough to easily take out the players' ship in one shot, you don't need to stat it; focus on smaller ships that can meaningfully interact with the players' ship and that you can deck-plan with ease.

It is also advisable to keep the overall political metaplot of the setting at a more or less small scale. Pocket empires with small warships are far more easy for the players of most campaigns to get involved in and make an impact on that multi-sector empires with huge ships.
 
Somebody said:
Set up the mood

Decide on what Traveller means for you. I.e for me it's relatively hard SciFi in a well-used and slightly worn universe. Than choose/prepare descriptions that try to bring those points across. If music runs in the background it will be matching stuff (I.e for the 2300AD scenario X-Wing Down we used music from "Tour of Duty" in the background), NPC will simple "use" tech. Picard ordering "Tea, Earl Grey, hot" is a good example of this.

Not Black Hawk Down?
 
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