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Scope and Magnitude of Adventures

I use Pocket Empires to provide a backdrop to MTU. If players want to do bigger stuff like leading an invasion to take over a planet, or controlling a fleet to crush a sector, they have to move into PE's one-year turns, and at that rate they start ageing fast!
 
"Wishful fantasy or something" in the way you use it seems an odd sort of way to describe playing a fantasy (or sci-fi) roleplaying game, doesn't it?

These are, after all, different games from the usual board game...they require a lot of suspension of disbelief from all the participants, good story-telling to create the mood and set the stage (again, from all involved), building over a long period of time a complex alter-ego to act as your avatar within the the game environment, etc.. And these things can last for as long as you want within the context of a campaign.

I have always thought of them as less game (though there are gaming elements to maintain the continuity of the rules and game environment within the RPG structure) than as a co-operative process of an evolving storyline. The ref sets the ground rules, the players add the uncertainty as the process moves along, and both sets tie it all together and "write the book".

Granted, that may be a fancy way of saying RPG's are just another sort of game, and certainly I've seen and played ones that felt like that's all they were. But I'd like to think that the reason I've had so many players compliment me on the depth, interest, and fun of my campaign being something suitable for fiction is that I treat it more like a movie I'm directing or book I'm writing than like a game of Princess Ryan's Star Marines.

But in the end it all fits into a couple of cardboard boxes to stash in my closet and I return to my real life at the end of a session (or after spending some quiet time writing and drawing things that are in it) just like I would when finishing any hobby. If that's what you mean. And I stopped feeling like I have to remind people "it's only a game" a long time ago - heck, all my hobbies are "only games" in one way or another is you want to go that way.
We used to have a guy in our college D&D group who had some issues with reality. That kind of stuff scares me.
 
So how do you develop the needed level of suspension of disbelief to run or play a game that requires a certain amount of make-believe? How do you run Traveller? I think just to play the game you have to be able to let go of a little of reality for a little while - just don't go hiding in sewers calling yourself a paladin. I dunno, I don't think anyone who knows me would think I have a problem with reality vs. make-believe.

Me, I tend towards the space opera end because that is where my roots in science fiction came from. As I grew older I got more into hard sci-fi, but I still can't resist a good old-fashioned tale of interstellar derring-do and the hard stuff can go hang if it gets in the way of a cracking good tale of high adventure.
 
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This guy did. He worked at the local Borders and called himself "The Wizard!". It even said so on his name tag. He buttoned his shirt all the way up to the top, wore no tie, walked in very controlled fast steps. Knew every rule about every RPG known to mankind. Got his religion from playing D&D.

You tell me.

Nice guy though.
 
Yikes...yes, I've known far too many that were like that. They made good reality-checks since no matter how into a game I ever went, I never crossed the line into nutty.

People like that are also why I never go to game conventions. Tempting, but no way.
 
Game conventions seem to be okay. I've only ever been to a few, only one in the the last 20 years (five years ago?). Mostly normal types, though leaning bookish or coming out of nerd shell phase.

Wizard had some issues, I think. Not sure what or why. Actually, in spite of all his mega-gaming geekyness, other than the fact that he stood out, he was actually a fairly decent fellow.

I think his brother got him the Borders job so they would look after him. Not sure whatever happened to him after that.
 
When one is doing a campaign...I see this as a natural progression. When running one-shots, it is sometimes necessary to give the teen the keys to the family car to encourage him/her to drive. So playing on a macro scale like this works to that effect.

Indeed, Traveller is all about ordinary joes becoming local heroes how far and how fast depends upon the Traveller Universe one constructs. Think even the Digest Group award winners...they met the Emperor, found out a major secret but did they disrupt things on an Operatic scale...no, they were a stone thrown into an ocean. True, that stone thrown by someone else could knock out a swimmer causing that swimmer to drown and that very swimmer could have been the next President of the United Europe paving the way for a dictatorship of an impersonal bureaucracy to take over instead. (I know shades of Robertson Davies here).

It is matter of crafting balance between your ideas and the players expectations each have to have an honest discussion of what they like and expect.
 
When one is doing a campaign...I see this as a natural progression. When running one-shots, it is sometimes necessary to give the teen the keys to the family car to encourage him/her to drive. So playing on a macro scale like this works to that effect.

Indeed, Traveller is all about ordinary joes becoming local heroes how far and how fast depends upon the Traveller Universe one constructs. Think even the Digest Group award winners...they met the Emperor, found out a major secret but did they disrupt things on an Operatic scale...no, they were a stone thrown into an ocean. True, that stone thrown by someone else could knock out a swimmer causing that swimmer to drown and that very swimmer could have been the next President of the United Europe paving the way for a dictatorship of an impersonal bureaucracy to take over instead. (I know shades of Robertson Davies here).

It is matter of crafting balance between your ideas and the players expectations each have to have an honest discussion of what they like and expect.

Yeah, I think there's an element of needing to top oneself that perks up in all story telling. One day your stopping a bank robber in an air raft, the next you're raiding a pirate base in a Type-T. Escalation seems to be one of the staples and pitfalls of progressive story telling.
 
Yeah, I think there's an element of needing to top oneself that perks up in all story telling. One day your stopping a bank robber in an air raft, the next you're raiding a pirate base in a Type-T. Escalation seems to be one of the staples and pitfalls of progressive story telling.

But also the joys...for the continuity of a great narrative allows players to feel the great loss when a character does die or joy when they fall in love. As they progress to heroes the challenges should not become not only greater...but also more complex... I remember playing AD&D when the 14th Paladin Lord that one of my players was playing was sitting mighty high in his Castle when I informed that the Orcs were attacking...

"Orcs..", he scoffed...donning +5 battleplate +5 Holy Avenger mounting his steed and left the castle gates.

And, the 500 Orcs mowed him down, took out his Wizard and disassembled his castle for their own fortification...which the 1st level Paladin that replaced the original died there too.

Same it is with Traveller...they might be Merchant Princes of the Spinward Marches but there is always a knife in the back when they lest expect it and possibly from those they trust intimately. When I ran this scenario, a whore that one of the players (who played a bastard pirate captain with full cyber enhancements) had taken to beating up almost everytime he made planetfall had her revenge by slowly weaning her way with other players and then when the pirate captain was sleeping...immobilized his cyberware and got him where he would bleed for a long time and slowly. As a token of kindness, I allowed the PC to take over the role of the whore.
 
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