• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

New GM (not just to traveller)

I'm new to roleplaying, (16 years of age) and I have a few friends interested in roleplaying. I've only played as a character in one or two campaigns (Savage Worlds, if you've heard of it), and I'm looking for tips for running and writing a Traveller campaign. Also, I'm using Mongoose Traveller, if that matters. I understand the rules and setting, but I'm hoping for advice from people who know what they're talking about. Any suggestions are appreciated.
 
There would be TONS of advice that can be given for first-time GMs. I think people like Gary Gygax used to write entire books about this (e.g. how to be a more effective DM/GM).

I'll start with a couple, but I know others will have plenty more advice.

1. Before starting the campaign, first ask your friends (the Players) WHAT they expect from this game. Would they enjoy it more if they had regular combat action? Do some of them like more intense role-played mystery and investigation or problem-solving? What is their preferred play style?

Once you know what kind of "play style" your group enjoys best, you can then custom-tailor your campaign that way. For example, let's say all of them would prefer to be adventuring mercenaries or military types, and they tell you they'd enjoy some combat/gunfight every now and then. Well, how about making them a band of Vargr corsairs/pirates? Or part of an Imperial mercenary battalion?

It all depends on your players. Any RPG game play best when you let the players play what THEY enjoy playing. Avoid pegging them into roles that they find uninteresting.

2. For the first couple of sessions, start modestly. Start and choose a simple or short adventure. Something that can be finished in one session (about 3 to 4 hours). Keep in mind that in the first couple of games, you WANT your Players to build up confidence in this game. You want them to like this game, enjoy this game, and not feel like it's a boring chore that goes nowhere. That means you ABSOLUTELY MUST play out a scenario that will make them feel good, or feel excited about their characters. A simple, fast-paced, scenario that can be finished in one night will have a good satisfying ending or closure. They will feel like they accomplished something! That's what they need to feel in order to get a good confidence in the game. A long-winded scenario that drags on into the next session... might end up seeming boring, inconclusive, and they'll be asking "Uhh what the hell are we trying to accomplish again?!"

Actually, in Traveller, the very first session will pretty much be just rolling up characters. That in itself, is a very fun part of Traveller. Don't rush them in the character creation process. Traveller characters should be rich in background and story. Make sure that every character has a nice well fleshed-out background. If you allow them to spend only a small amount of time rolling up some shallow characters, they will eventually not have a lot of attachment to that character. Shallow characters (no rich background history) are not that fun to play in the long run.

3. You are the Boss. You are the GM now. Keeper of the Game, Designer of Worlds, Master of the Universe, blah blah blah.

Despite the fact that you are playing with friends, don't be afraid to lay down the law if you have to. YOU are the Game Master. If you feel you need to create a few "house rules" in order to make your job easier, then do it! If there are a couple of Traveller rules (in the rulebook) that you feel needs a little bit of tweaking, then do it!

This doesn't mean you have to act all bossy or arbitrary to them. But make it clear that they need to respect your moderation and respect your judgment as the GM. You have the final say, you have the final word, and they need to respect that. Make them agree to this from the beginning, and your long-term campaign with be better for it.
 
Last edited:
Let me reiterate talking about the style of the game.

Use movies and TV shows to get a flavour of what they expect the game to be like.

If they are expecting nBSG and you give them Attack of the Clones there may be a problem.

Also pick a nice and simple first scenario - I always use the Death Station Adventure with a new group because I can modify the threat aboard the abandoned lab ship to suit the campaign style chosen.
 
Let me reiterate talking about the style of the game.

Use movies and TV shows to get a flavour of what they expect the game to be like.

If they are expecting nBSG and you give them Attack of the Clones there may be a problem.

Also pick a nice and simple first scenario - I always use the Death Station Adventure with a new group because I can modify the threat aboard the abandoned lab ship to suit the campaign style chosen.

Good advice,

Also don't be afraid to take your time, your brain may start rushing around when your players do something completely out of left field, don't worry, take your time, ponder for awhile, consider all factors then make your choice,


And remember, they pay for the pizza
 
Check out this advice for refs thread: http://www.travellerrpg.com/CotI/Discuss/showthread.php?p=324165&highlight=Effectiveness

Sorry for not knowing where the following came from, it was saved on my local computer quite a while back because I thought it would be good to hold onto. I did note that the posters name was 'Piratecat'

How the characters are described
- The more the players have to do, the easier the DM's job. If I give the players a metaphorical sports car, I won't have to pull them everywhere on a creaky cart. And I'm lazy as a DM, so I prefer to spend a lot more time designing the characters than I do the plot.

This means that writing down the character descriptions and interactions (with the other PCs) is the first, and most important, step. For most games it's far more important than perfectly optimized combat stats. When planning your convention game, put the plot aside for a moment and think about how the PCs should interact. Create interconnections between each of them, so each hero has a connection of some sort (hate, unrequited love, jealousy, loyalty) with at least two other heroes -- and mix them around evenly. I usually position six circles on a sheet of paper, label each one with a hero name, and then draw "relationship" arrows with notes next to them towards the other circles.

Conflict is good. You certainly don't want a free-for-all, but seething tension (either love or hate) is your friend. A party that gets along perfectly is a boring party.

I'd say it takes me maybe an hour to do an average character; that's about 40 minutes to write character personality and motivations and interactions, and 20 minutes to note down stats. It always takes me longer to do PCs than to write the actual plot. People who write a con game and leave the characters 'til last because "they're easy" sometimes get surprised.

- History is not personality. Some people accidentally confuse the two, and write three paragraphs under the personality section describing what the hero has done, where he has been, and what he knows. This should generally be tossed out the window (to be summarized briefly in game, since usually it doesn't matter) and replaced with two paragraphs on how he goes about life, what he thinks of people, and what interesting quirks or habits he has.

- "And I described it... with adjectives." Arrgh, you say, I have no time to do that! Never fear. I'd rather have 6 adjectives describing a PC than anything else. give me six adjectives, and I can play a PC with no problem. The best thing is, writing down that the wizard is "heroic, foolhardy, generous, lovestruck, wealthy and vain" takes maybe three minutes and paints a very clear picture of their personality. If you're strapped for time, do this same thing for each PC interaction, only using three adjectives.

- Stuff and pictures. Googling a photo or illustration of each character is cool, but not essential; it's pretty easy for a Modern game, though. I prefer to tell a story through a hero's gear. One of the heroes in one of my GenCon games had a small bag full of her opponent's teeth that she'd kicked out over the years; another had love letters from seven different girls. with stuff like that in your inventory, a canny player can gain hints that don't need to be spelled out in the personality section.

- "Wait, what am I supposed to be like?" Make sure a hero's personality matches what the other heroes think of him. Nothin sucks more than if you find out everyone else thinks you're a cheapskate that mumbles, but your own character sheet never mentions it.



Plots
- Less is more. I plan 3 notable encounters max, so long as I have a PCs that encourage roleplaying between them and a couple of interesting NPCs for me to to roleplay as well. I also plan one of those encounters to be a "throwaway" encounter that I can ditch if I'm running out of time. Con games invariably start late, so it's a good idea to control timing a bit and still let the players get to the adventure's climax.

- Don't write, outline. This is my personal preference when no one but me will be running the game. I never write exhaustively what happens; instead, I work off of a single page of outlined notes that flowcharts the adventure. i will rough out stats for major combat encounters, though, to save time.

- Challenge the players. Make them make tough decisions. Make them roleplay with NPCs to find out the good information. Make them think through tactics or strategies, and remember not to become attached to your clever NPCs and plots! They're only there to challenge the heroes anyways, so reward clever planning instead of punishing it.

- Not all NPCs are antagonists. Make sure you add nice, friendly NPCs into your game, too. your less paranoid players will thank you for it.

- Loot is irrelevant. It's a 4 hour game. Forget all cash, loot and xp unless it is essential to the game's plot. No one wants to spend time splitting up treasure that will never get used.

Design narrow-wide=narrow. I write my games to be linear at the beginning, moderately linear at the end (in that they usually lead to an anticipated big climax), and totally open to different strategies in the middle. It seems to work pretty well; it allows free choice for most of the game, and still delivers a cool finish.

- Cinematic endings. When I plan a game, I think of a cool possible ending first then plan backwards from there. Go for the showy and flashy set pieces, and those fights become a lot more fun and memorable.


DMing tricks
- Avoid boredom and rules. Take care of any tedious character tasks (spell selection, gearing up) BEFORE the game -- just let the player change things they don't want. Likewise, looking up rules during the game can stop a dramatic encounter dead in its tracks. If you can't find a rule in 60 seconds, make something up and stay consistent for the rest of the game.

- Spread around your attention. Every con table has at least one quiet player. Make sure you pay them equal attention. Ask them what they're doing, involve them in conversations, have NPCs talk to them, and so on; quiet shouldn't mean ignored.

Don't encourage the disruptive player. If someone's play style is antithetical to your own or they're disrupting the table, don't feel bad about taking them aside for a private conference and ask them if they could stop that for the rest of the game. Most times it solves the problem, and everyone has more fun as a result.

In the same vein, don't devote more attention than normal to players who are needy and attention-grabbing. Pay only a little bit of attention to them when they're being disruptive, pay lots of attention to them when they relent, and you'll soon have the problem solved as they figure out that NOT being disruptive gets them attention.

- Playtest. Playtest, playtest, playrtest - even once. I love to reuse adventures at different game days and cons, because they keep getting better! I think I've run the MnM game 11 times now since last December, and I originally conceived of it for use here at GenCon. Ask Maverick Weirdo; the first time I ran it, it was pretty shaky. Playtesting answers pacing questions and shakes out iffy plotting.

- Pacing. Don't hesitate to sacrifice encounters just so you can get to the good stuff. I'd much rather skip a minor combat encounter if it means I get to the end of the adventure! Talking about pulp gangster novels, Raymond Chandler wrote, "When in doubt, have a man come through the door with a gun in his hand." It's great advice; before things get boring, introduce time pressure or some sort of conflict. that way the session never drags.

- Painting images. Use scent, and sound, and color when describing what people see. It really helps immerse people in the game.

- Reward creativity. Let clever plans succeed. If they out-think you, they damn well deserve an advantage! I think I might run games just to see how players will surprise me, and it's a constant delight. That's actually my favorite moment in gaming: when a player pulls something unique that I never saw coming, and it changes the whole course of the adventure in a direction I didn't expect. Don't try to railroad or redirect PCs before this happens.

Again, this information was originally posted for public use by 'Piratecat'.
 
Last edited:
Welcome to esteemed ranks of GMhood. It is a thankless task but one made all the more bearable by the constant hours of fun you will have around the table with friends and people who will become friends.

1. Expect the unexpected. No matter how much you think that you are railroading players...they will tend to think the opposite of what you had laid out. So, understand GMing, like in physics, there is no such thing as a straight line even if it appears to be.

2. Interview your players. Find out what are expectations, dreams, nightmares, cultural memes that they subscribe to...and try to work those in.

3. Don't be afraid to make mistakes as the most important thing is to be consistant not right all the time. Over time you can adjust and compensate for mistakes.

4. Don't feel bad about using props eg published adventures, minis, adapting rules from other systems into your first game.

5. Also, have counter-snacks beer, pizza, and sugar munchies (which includes chips) can affect perception and judgement and set clear time limits for each part of the night. Keep to those limits.

You are right, it does not matter what game system you use Mongoose is as good as any. The most important thing is use the rules to have fun. If a rule hinders fun then don't be afraid to suspend it.
 
Lots of really great advice already. I'll just throw in my 2Cr. worth

I always liked this quote from The Traveller Book:

"The purpose of a referee is to present obstacles for the players to overcome as they go about seeking their goals, not to constantly make trouble for them. This is a very subtle distinction, and one which many beginners have trouble with."

Often the players will create their own obsticles as well, so don't feel you have to have something ready for absolutely every situation.

When they do surprise you (and they always will), use some questions to slow things down, such as: "So, how exactly would you do that?" Have them think through and talk through their plans, which will also give you some time to plan for how to deal with what they want to do. Some times watching them try to sort through a "cunning plan" is the most fun you can have as a GM.

Oh, and watch Firefly. There are some good ideas of how plot twists can be pulled off in there.
 
My advice is to pick one particular area, such as the Regina subsector, and write up some adventures for it. Take it one adventure at a time if you need; that way you can remember where you've been and where you're going.

And remember, there's loads of PCs, plots and equipment around here, the Mongoose boards and many other places that you can borrow for use in your campaigns as opposition, assistance and just plain color.
 
5. Also, have counter-snacks beer, pizza, and sugar munchies (which includes chips) can affect perception and judgement and set clear time limits for each part of the night. Keep to those limits.

What?, really?, I can understand limiting things like beer, (and there is a alcohol ban in my games)

But pizza?, sugar munchies? chips?

Wat?

If you are worrying about a sugar rush, don't play with kids, lol
 
Expect the unexpected - your players will invariably find some thing other than what you want them to do to be more interesting. The best counter to this is not to counter it, but to instead have several storylines that you can work on that either dovetail together, or braid together in some way, so that if your players go off in an unexpected direction, you can still have something for them that can eventually lead where you want them to go.
 
PaulosVonMurray,you know all this info may be a bit much without a common point of reference to work with, (experience)

So just try running your first game and if you have any problems let us know,
there are plenty of people here with experience and advice
 
What?, really?, I can understand limiting things like beer, (and there is a alcohol ban in my games)

But pizza?, sugar munchies? chips?

Wat?

If you are worrying about a sugar rush, don't play with kids, lol

The sugar rush does not only affect kids. If you are sitting for long periods of time with just straight carbs & sugar, your body will go through a peaking then drop very dramatically.

And, it is not about banning them but limiting them...have raw carrots or a meal before hand. That is the cure, if you want to introduce things like chips/crisps onto the gaming table.
 
The sugar rush does not only affect kids. If you are sitting for long periods of time with just straight carbs & sugar, your body will go through a peaking then drop very dramatically.

Yes but you would still expect adults to have enough control of themselves (even with a sugar overdose) to not be an issue


And, it is not about banning them but limiting them...have raw carrots or a meal before hand. That is the cure, if you want to introduce things like chips/crisps onto the gaming table.

No banning is better for alcohol, do you really want to tell someone to stop playing if they have had too much? (and food just acts as a buffer to alcohol, you can't eat enough to stop being drunk)
 
I'm new to roleplaying, (16 years of age) and I have a few friends interested in roleplaying. [...] I'm looking for tips for running and writing a Traveller campaign.

As others said, if your friends have preferences, use those to help shape adventures.

Also, Mongoose's character generation system provides some help, often handing you plot lines (or friends and enemies) straight from the character's history. Use them, too.

Finally, and just as important, shape the adventure based on what interests you.
 
You may want to consider buying a subscription to JTAS Online. It costs $20 for a two year subscription, and in addition to 150 articles in that time, you get instant access to the archives, which at the moment have 1198 articles. Among them are a bunch of linked articles written by me and several others to be an introductory campaign for new players, and we've had some nice things said about them. To find them, search the archives for the string "Regina Startown".

We also tried to write it for new referees, but since none of us is one, I won't guarantee that we succeeded, though I hope we did. We'd love some feedback on that point! ;)


Hans
 
Back
Top