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  #1  
Old July 16th, 2010, 04:58 PM
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Default Scope and Magnitude of Adventures

I keep reading about players on this website whose adventures were all aimed at big events in the 3I scheme of things. The defrocking of major nobles, major political power shifts, destruction of worlds and alternations of interstellar politics.

I mean, Traveller is supposed to be a bit more vanilla flavored, but it seems like a lot of folks desire self-import of galactic or even universal proportions. The kind of thing you read in comic books. Do you all really find that necessary for you gaming satisfaction? What drives you to the operatic scale verse the more mundane?
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Old July 16th, 2010, 07:35 PM
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Default Hmmmm....

Actually, I go for the more mundane myself.

I'm not too interested in the lives of Nobles and such...would rather move around unnoticed, "mostly harmless" mode...

Besides, I wouldn't know how to act in the upper echelons of society....
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  #3  
Old July 16th, 2010, 10:56 PM
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I went for the mid-level. The characters are helping to found a new civilization which is great enough but is not cosmic.
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Old July 17th, 2010, 01:46 AM
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I've often had PC's who were Soc 13+ career nobles. I've also had a bunch of Rank 6 Navy and Marine officers, and one PC was a Sector Scout Administrator...

When your players are playing the sector level movers and shakers, they don't have pisant trivial adventures... they move and shake worlds and subsectors. They know all the powers that be and all the enthroned who represent them in the moot.

So a fairly typical campaign might revolve around being trouble shooters for the subsector or sector duke. Or while "retired and slumming" they might come across something untoward... and take umbrage with it. Sometimes even getting the Imperium involved.

In my current, non-3I, game.... the PC's include the son of the head of the Space Patrol, a member of the ruling council of the local polity, and the man heading the Jump 2 project.... Yes, shaking the universe...
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Old July 17th, 2010, 02:20 AM
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Mine, though not the OTU, evolved along similar lines as Aramis' as my players aged in RL as well as some PC's of theirs have in my game.

So, when I was younger (as were the players) adventures were more simple and took less time to run through. The overall campaign might have been more complicated as far as the "Big Picture", but I wasn't getting the players involved in the higher end, more political events because they weren't as interested in that and because their PC's weren't suitable. We preferred more of the standard Traveller sci-fi fare of finding alien worlds, getting in gunfights with bug-eyed monsters, discovering high tech gadgets, and getting into regular trouble.

Now we are more into the sort of things that interest us in RL (or at least have the age and wisdom to understand) like politics, plots and conniving among the powers, espionage, and getting rich as wannabe merchant princes (with all the above machinations) by striking out for unknown territory.

As a result the gunplay is more serious but less often, a lot more NPC interaction is involved, and more in-depth roleplaying is required than a bunch of 16 year old kids used to do. So I think its more a function of maturing RPG tastes on both the player and referee ends. I mean, there's no way, for example, that I could have run Call of Cthulhu when I was first running Traveller in the '70's - I didn't have any sort of life experiences to use as grist for the creative mill. Same with doing a properly layered Traveller espionage mystery that doesn't just come off as another Find-The-Deathstar type rehash.
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  #6  
Old July 17th, 2010, 04:13 AM
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Now that you mention it, almost all my players have played retirees... or scouts.
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Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
Viscount of Adabicci (SPIN 1824)
Marquis of the Solomani Rim (SOLO 0606)
Marquis of the Third Imperium (SPIN 2410)
Baron of the Third Imperium (SPIN 2231)
Knight of the Iridium Throne (CORE 1434)
Sir William Hostman (OLDE 0512)
Sir William Hostman (DAGU 0622)
Knight of Deneb (REFT 2239)
Knight of Deneb (Spin 2532)
SEH w/Diamonds for Extreme Heroism - Battle of Boughene
MCG - Battle of Boughene
TAS: William Hostman (CORR 2506)
TAS: Bearer (DAIB 1326)
IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
Wil Hostman 0602 C539857-9 S A724
OTU: 95% 3i an+ au+ br- cpu± dt± f+ fs++ ge± ih- inf± j± jf+ jm+ jt+ ls- n= nc+ pi+ pp-- tp+ tr+ tv- vi-- xb+-
Unless there is bold red text, presume my posts to be my personal material only.
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Old July 17th, 2010, 04:58 AM
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My games are often about ordinary people facing problems which for them are huge, but are fairly inconsequential in the greater scheme of things. They may find themselves uncovering corruption in a planetary government, or chased by Men in Black, or trying to survive the outbreak of a nuclear war whilst marooned on a planet, but they won't be leading a rebellion to dethrone the Emperor.
I follow the guidance found in one of the early CT books, that the sure way to destroy a game is to let it grow too big.
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Old July 17th, 2010, 05:46 AM
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Quote:
Originally Posted by aramis View Post
Now that you mention it, almost all my players have played retirees... or scouts.
Yeah, we've often reflected on how in my earlier games we used to have a hard time getting our heads around the concept that we were in our late teens - early 20's playing characters in their late 30's-40's. So we played like kids in grown-up's costumes.

Now we are playing characters either slightly younger than we are or at least the same age. It's easier to relate now to the characters so it's a major shift in their motivations.
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Old July 17th, 2010, 05:54 AM
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Old July 17th, 2010, 06:09 AM
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Gents,

I've often described the role of the players in my Traveller campaigns as "mice in the wainscotting". I never attempted to run a "high powered" campaign and my players never asked for one or moved a campaign in that direction.

Never playing a high powered campaign was our loss however.

As Sabredog cannily surmised, I think our avoidance of high powered campaigns was due, at least in part, to our ages. I also think it was due, at least in part, to the types of adventures being published for Traveller and the types of campaigns we had experienced with other RPGs.

GDW and most of it's licensees didn't "do" high powered campaigns or adventures for Traveller. The outcomes may have been important, like uncovering the Zho base on Fulacin, and the NPCs fairly high ranking, like the battlerider admiral in SMC, but the players were neither movers and shakers nor rubbed elbows with movers and shakers.

I subconsciously followed this example when crafting my own campaigns. The longest brush my players had with movers and shakers occurred during a campaign set in the Islands subsectors and even then the players were more often being moved and shook than the other way around.

The usually negative example of high powered campaigns in other RPGs helped shape my opinion too. I'm sure all of us of a certain age played those early versions of D&D and quickly became kings, war leaders, or high priests with tons of gold and thousand of followers. That wasn't the fault of D&D mind you, it was the fault of the 16-year-olds running the sessions, but the experience of easy advancement to high levels and the "boredom" that occurred once there soured many people on the idea of high powered campaigns.

This "blind spot" of sorts still effects me today. While I can quickly crank out Amber Zones and whatnot from new items, I have trouble juggling high powered adventure and campaign ideas from any source. Wil's excellent suggestion of noble or retiree troubleshooters is usually the form my attempts take as I can't quite grok the idea of high powered characters or create a problem for them that I think is suitable.

I've no trouble casting high powered NPCs as patrons, but dropping the "N" gives me no end of trouble. It's like I'm colorblind or tone deaf.


Regards,
Bill
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