Which books should I carry to games?

IanBruntlett

Emperor Mongoose
I've been GMing Traveller since December 2008. At that point in time, I winged it with a friend + a copy of the main rule book.

After that, I started buying and using more books and running Traveller games on a weekly basis. Running Other People's Adventures (either Signs and Portents or MgT material)

This week, however, I more or less ad-libbed the whole thing. The PCs had just finished the Crowded Hours - Type S adventure and so had a free lease ownership of a Type S scout ship. I used Book 3 : Scout's mission creation section and the core rule book's Encounters and Dangers. It went quite well.

I've got a limited amount of carrying capacity. Even when I'm intending to run a pre-written scenario, I'd like to carry the essential books in case I need to change and run an ad-libbed an adventure instead.

This is what I'm thinking of carrying as standard:-
* Core rule book - Two copies
* Universe book - Spinward Marches but could be a different universe
* One or more career books for the player characters.
To be bought when available:-
* 760 Patrons, 2e
* Campaign Guide

Have I missed anything out?
 
I would say it would depend on the type of game. The various career books cover more then careers and the material may be useful for some types of games but not all.

Alien Modules are another possibility if those may come into play.
 
AndrewW said:
I would say it would depend on the type of game. The various career books cover more then careers and the material may be useful for some types of games but not all.

Alien Modules are another possibility if those may come into play.
I've got my hands full dealing with the strains of Humanity. I like the idea of running either a Zhodani or Darrian campaign, one day. I do introduce alien characters every so often to spice things up.

I'm really looking forward to getting hold of the Campaign Guide. The less time I spend preparing for this week's adventure, the more time I can spend on fleshing things out and exploring the settings. I've got some of the Traveller B5 books that I'd like to run one day.
 
AndrewW said:
I would say it would depend on the type of game. The various career books cover more then careers and the material may be useful for some types of games but not all.

Alien Modules are another possibility if those may come into play.

Agreed. Unless you are actually using the career books to generate characters do you actually use them much during a game? Even HG, unless you designing a space ship during the session?

In terms of what I actually use when running a game (as opposed to planning), Core Rulebook, relevant adventure, Spinward Marches and 1001 characters, but Traders and Gunboats has come in very handy when I need a ship in a hurry, and have dipped into 760 Patrons (1st ed) on occasions.

Egil
 
Egil Skallagrimsson said:
Agreed. Unless you are actually using the career books to generate characters do you actually use them much during a game? Even HG, unless you designing a space ship during the session?

In terms of what I actually use when running a game (as opposed to planning), Core Rulebook, relevant adventure, Spinward Marches and 1001 characters, but Traders and Gunboats has come in very handy when I need a ship in a hurry, and have dipped into 760 Patrons (1st ed) on occasions.

Egil
I used Scout and the Core Rulebook (CRB) for today's adventure. Post-game, I looked at some MgT books. 1,001 characters are kind of interesting but I was happy enough with the CRB chapter on encounters anyway. Despite that reservation, I'll continue to use it. I haven't used 760 Patrons yet, but, again, I'll try it in future play.
 
IanBruntlett said:
I like the idea of running either a Zhodani or Darrian campaign, one day.

Agreed! I have also been inspired by both the Aslan and the Vargr modules, and the sector of space included in each.

Thinking of a future campaign involving naval, marine, scout and agent characters in the Trojan Reach, absolutely up to their neck in political and military dramas with the big cats.

Egil
 
Egil Skallagrimsson said:
Thinking of a future campaign involving naval, marine, scout and agent characters in the Trojan Reach, absolutely up to their neck in political and military dramas with the big cats.
Egil
Can you write it up for Signs & Portents? I'm also a Software Engineer and political drama is something I'm clueless about.
 
My standard list for games is:

- Core Rulebook
- 1,001 Characters (You think you won't need/use it, but it is SO USEFUL. I don't know what I did without this book.)
- Setting Book (I recommend a PDF so you can print off the pages of the sector they're on. Between that and your own notes you have maybe ten pages and one less book you need to carry.)
- Ships book relevant to the game style (usually either Traders & Gunboats or Military Ships. I'm really looking forward to Merchants & Cruisers)
- Any supplements with extra rules for a special adventure (Scoundrel if I'm doing a heist, Agent for a law trial, etc)

If you're running stuff on the fly, 760 Patrons is useful (looking forward to the second edition) and Scoundrel's Odd Jobs section is good for a light, fluffy one-session adventure.
 
The Merchant career book is a good one for the ref if the group is heavily invested in commercial activity. Possibly the Mercenary ticket rules would be useful to have on hand. Most of the others are more useful in setup/plotting than in play, although any book with an equipment section (a "goodies" list for shopping) can and will interest at least some of the players.

That said, a reasonable backpack load is: the core rulebook, the Central Supply catalog, all nine of the career books (and I still have room if and when the Citizens/Scholars book comes out!), a good calculator, dice, and a three-ring binder with mechanical pencil and paper. Instant game on anywhere!
 
IanBruntlett said:
Egil Skallagrimsson said:
Thinking of a future campaign involving naval, marine, scout and agent characters in the Trojan Reach, absolutely up to their neck in political and military dramas with the big cats.
Egil
Can you write it up for Signs & Portents? I'm also a Software Engineer and political drama is something I'm clueless about.

When (if?) I get round to writing it, might well try that, but don't hold your breath.

Egil
 
Core Rulebook and whatever text supports the game I planned out for that session. I don't like referring to books too much - cuts into gameplay and can be distracting, so I try to prepare ahead of time as much as possible by reviewing the rules, etc. before I head out.
 
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