Well, my group of 8 players disintegrated under our current DM's tenure, and last night the group voted (quite loudly) for me to start the Traveller20 campaign that I have been dreaming about. Next Monday is the date.
I haven't played Traveller in nearly 20 years, and I have never run it. I have been absorbing the material in T20 and in the old reprints like a madman. But, I am still a little nervous.
The group is largely a High-Fatnasy group that loves d20. They have all said they "want a break from High-Fantasy." I have told them a little about T20, and they are enthusiastic. Aside from the normal Referee advice on running games (I am an old hand), what specific Traveller advice do you all have?
I am about to try to wrap my mind around the new combat rules, psionics, tech, space combat, vehicles and such in a real, practical way: we are going to play. Are there major pitfalls I should avoid?
Does anyone have any advice on where to start it all? Monday will be character creation. The next week, we jump into the fray. What setting would you use? What are some good, classic Traveller ways of getting things going?
I haven't played Traveller in nearly 20 years, and I have never run it. I have been absorbing the material in T20 and in the old reprints like a madman. But, I am still a little nervous.
The group is largely a High-Fatnasy group that loves d20. They have all said they "want a break from High-Fantasy." I have told them a little about T20, and they are enthusiastic. Aside from the normal Referee advice on running games (I am an old hand), what specific Traveller advice do you all have?
I am about to try to wrap my mind around the new combat rules, psionics, tech, space combat, vehicles and such in a real, practical way: we are going to play. Are there major pitfalls I should avoid?
Does anyone have any advice on where to start it all? Monday will be character creation. The next week, we jump into the fray. What setting would you use? What are some good, classic Traveller ways of getting things going?