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[Traveller] Maiden voyage, what should I know?

Started by The Butcher, August 15, 2010, 09:39:07 PM

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The Butcher

Yes, at last I'm running my first Traveller game.

My basic idea is to have them ship goods to a relatively distant Amber planet, only to get mixed in local political intrigues at their destination. I assume this is a good "baseline" scenario for Traveller that should give equal opportunities to the pilot, engineer, spy, gun-bunny and diplomat characters in the group, and also a good idea of the setting for the players.

What should I know? Not only in terms of rules, but helpful tips and tricks are always appreciated.

Sigmund

You'll need to know how to handle it when the players decide that shipping the goods to the Amber planet is just too risky and run off with the goods to unload them to a fence two sectors from where they're supposed to be, then decide to go to the Amber planet anyway and use the political confusion to take over the planet with all the guns they bought from the fence with the money they got for unloading the goods. Then again, maybe that's just the groups I've played with :D
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Stainless

I'm assuming you're going to use the Mongoose Traveller rules.

If so, get yourself a copy of my MGT Combat Flowchart from the MGT_Aids Yahoo site;

http://games.dir.groups.yahoo.com/group/MGT-Aids/
Avatar to left by Ryan Browning, 2011 (I own the original).