Hey gang. Back again with some referee advice questions and looking for feedback.
So I've been running a Traveller game since... January or so. It's pretty sandboxy. The player's originally decided during char gen to make it a 'bounty hunter' themed game. They used ship shares and purchased their own ship and I made a sub-sector with the broadest since of history/current events to give them plenty of room for adventures. One thing I've noticed in the past months trying to digest "The Way of Traveller", visiting message boards and other Traveller websites and reading everything I can, there seems to be a lack of good 'how to run Traveller' advice out there. Not that I'm expecting there to be a list of commandments, carved in stone somewhere about how to run a succesful Traveller game. There are always going to be variations and such. I mean look at rust and his game which is located on just one world. But I mean, pick any current, popular table-top RPG and you'll notice many, even most have a sort of feng shui in play style. And right now (especially based on the in-game events of the past 4-5 game nights) I feel like the Traveller feng shui is not flowing through me.
Maybe I'm just hitting some Referee material writers-block. After all it's been real rainy and blah the past couple days and that always makes me feel blah too. But regardless of the weather it seems like I can't grab hold of a good 'story' and the characters just pinball bounce around one-dimensional, sort of dull situations....
I fell that some of the issue may comes from the assumptions about gameplay that are attached with a Traveller game. On one hand the characters are obviously the star of the show. That's just basic RPG requirement. But on the other hand I feel its sort of silly to assume every time the characters jump into a system there is a semi or major- catastrophic problem that needs them to solve. As if there aren't hundreds, thousands, millions or even sometimes billions of people, and the infrastructure and services (police, EMS, space patrol, etc.) to go along with those population sizes all ready to solve the problem themselves.
I'd really love to read some Actual Play write-ups. I mean that's really the way I learn how to play RPGs. I find GM/DM/Refs/Story Tellers who do it well and just try pick their brain, really grasp into their style and emulate them. As Picasso said, "Good artists copy; great artists steal."
I realize this is kind of long and rambly. Maybe you guys would like to spill some helpful advice or personal anecdotes? Or just point me somewhere else?
Thanks,
Woas
So I've been running a Traveller game since... January or so. It's pretty sandboxy. The player's originally decided during char gen to make it a 'bounty hunter' themed game. They used ship shares and purchased their own ship and I made a sub-sector with the broadest since of history/current events to give them plenty of room for adventures. One thing I've noticed in the past months trying to digest "The Way of Traveller", visiting message boards and other Traveller websites and reading everything I can, there seems to be a lack of good 'how to run Traveller' advice out there. Not that I'm expecting there to be a list of commandments, carved in stone somewhere about how to run a succesful Traveller game. There are always going to be variations and such. I mean look at rust and his game which is located on just one world. But I mean, pick any current, popular table-top RPG and you'll notice many, even most have a sort of feng shui in play style. And right now (especially based on the in-game events of the past 4-5 game nights) I feel like the Traveller feng shui is not flowing through me.
Maybe I'm just hitting some Referee material writers-block. After all it's been real rainy and blah the past couple days and that always makes me feel blah too. But regardless of the weather it seems like I can't grab hold of a good 'story' and the characters just pinball bounce around one-dimensional, sort of dull situations....
I fell that some of the issue may comes from the assumptions about gameplay that are attached with a Traveller game. On one hand the characters are obviously the star of the show. That's just basic RPG requirement. But on the other hand I feel its sort of silly to assume every time the characters jump into a system there is a semi or major- catastrophic problem that needs them to solve. As if there aren't hundreds, thousands, millions or even sometimes billions of people, and the infrastructure and services (police, EMS, space patrol, etc.) to go along with those population sizes all ready to solve the problem themselves.
I'd really love to read some Actual Play write-ups. I mean that's really the way I learn how to play RPGs. I find GM/DM/Refs/Story Tellers who do it well and just try pick their brain, really grasp into their style and emulate them. As Picasso said, "Good artists copy; great artists steal."
I realize this is kind of long and rambly. Maybe you guys would like to spill some helpful advice or personal anecdotes? Or just point me somewhere else?
Thanks,
Woas