The way I run my games I have no expectations how things will turn out, or what the players will do, or any cool scenes in my head of what I can't wait to see.
If I have images that I can't wait for the Players to play out for me with their PCs, then I am asking them to do what I want without expressly asking them to do it. I am, in other words, asking them to intuit what I want or I'll become frustrated.
All I can do at that point is to try to shove the Players, via their characters, into the situations and actions I want (as opposed to what they want), manipulating and re-working moments on the fly to finally get those images and idea that I couldn't wait to get to... images and idea my Players might have no idea about unless a) I either simply tell them what I want or b) they can read my mind (full disclosure: they can't).
At his blog, Hack & Slash, Courtney Campbell has a post called "
On a Guide for New Dungeon Masters."
Campbell's position is basically my position: That as Referee my job is to set up interesting
situations -- and then let my Players have at it in whatever manner they deem best. The PCs are their characters and it's up to them to decide how they want to handle the situation.
He writes in the post, after laying out the basics of an evening's play...
THIS SEEMS TOO EASY
Oh yeah? Let me tell you how you're going to screw it up.
You are going to imagine an exciting scene and then be tempted to try to force it to happen. Don't. This is agency destroying.
You are going to imagine a wonderful NPC, and then have him do all sorts of cool, bad-ass things. Don't. Nothing is less fun then sitting listening to how awesome someone else is. Seriously. The Worst.
Fudging the game. If you feel the need to fudge (change) a die roll, then you rolled a die for something you shouldn't have. Be very careful! If you are playing with adults, letting bad things happen to them will benefit the game, because then their choices have meaning. It is important that players feel a sense of agency. This includes such traditional errors such as having the bad guy escape/teleport away at the last second.
Attempting to dictate player actions. Don't. You want to know what's worse than a conversation about religion or politics? A discussion about what someone's character should do! Like any conversation not based in verifiable fact, it goes nowhere. Worse, the player takes it as a personal critique. If the players behavior is disruptive, then it should be dealt with directly and assertively; not using the argument 'your character wouldn't do that' to avoid a confrontation.
Opening your big fat mouth about what you had planned or what they missed. Don't. Talking about this stuff makes the game less fun for the players. Let them enjoy the sense of mystery.
Wanting things to happen. Let it go. No, Let It Go. Really. Let them miss the treasure or avoid the encounter. It feels like you are wasting work or they are missing fun, but in the end your players have to have the freedom to fail. There are always ways of reusing content.
Making the players jump through hoops. Don't. If it seems like they are about to make a colossally stupid decision then you have failed to communicate well. Don't punish them because you presented a situation poorly; clear up the misunderstanding. This can also be known as pixel bitching.
You may think there's only one solution to your situation. There's not. Design encounter with flexible solutions and allow the opportunity for your players to come up with their own solutions.
I think those are some wise words for RPG play, and for Referees in general.
Finally, it is important to remember that
Traveller is deadly. (Though the deadliness varies with different editions.) Classic
Traveller, which is the edition I know best, is deadly. You are wise to not get into fights if you can avoid it. Your character can die fairly easily once the guns come out.
The combat system is there to define what happens once a fight begins... to establish the clear consequences for what will happen once the fight begins. The rules do this to encourage the Players to think
beyond what the rules suggest. In other words, "Hey, if we fight with this guy, the rules say we could die. What do you think? Should we talk to the guy?" Then you move to the Referee making a Reaction Roll (if we're playing Classic Traveller we're making the reaction roll, right?) and then we see what happens from them. The guy might attack them immediately, or he might be overjoyed to have some new folks enter his life. Let's find out!
(By the way, here's
a really smart post about how Combat figures into the play of Dungeons & Dragons. Given the comparative deadliness of both original
Dungeons & Dragons and original
Traveller the point the poster brings up are valid for
Traveller as well.)
I think the idea of "Let's find out!" is vital for the game of
Traveller. You don't expect certain behaviors from the Players via their PCs. You find out what they care about, where they draw their lines, what they can't wait to go attack, and what they are indifferent to.
That doesn't mean No Consequences. If they behave in manner where you think, "Yeah, this guy's family is going to hunt them down now," then so be it. But if they decide to
not bring trouble down on themselves then they decided to go that way. I can't get frustrated with that. They had some mission as treasure hunters and they did smart things to mitigate risk. So they're
playing well.
I have learned to delight in that in certain kinds of game play. My Players make me happy when they do things I could not have expected or solve problems in ways I did not anticipate. And keep in mind: I seldom have specific solutions or expectations about how they will solve problems. I simply give them situations and then play it out as honestly as I can from the decisions they make.