Hey there,
I've heard and read a whole hell of a lot about how the Rebellion/Hard Times/Collapse period was purt-near impossible to GM. The reasons usually revolved around how hard it was to engage players (meaningfully, not peripherally)in the overarching socio-political, military and economic events that characterize a stellar polity tearing its guts out. I've never played or GM'd a campaign that spanned this period of Traveller history so I have no firsthand experience to confirm or deny these obsevations. I understand there was some "campaign anxiety" over GDW's seeming abandonment of its transparent resource policy; that is, the perceived shift from "tell-it-like-it-is" products that fostered a sense of partnership with the GM to resources that played their story-arch cards pretty close to the chest. Apparently some wondered if the next update from TAS would see their campaign stomping grounds overun by Vargr or atomized by Lucan. Apparently there was some worry over aligning one's players with the "right" faction: nobody likes to bet on a losing horse, and I guess it'd be depressing to see your players strung up as part of Dulinor's coronation party. Again, I didn't play or GM during this period so I don't know.
However, I am planning on running a campaign spanning that era. It starts around 1107 and features adventures at 4 year intervals (yes, they coincide with terms) that serve to showcase the concerns of that time. The campaign continues up to the Collapse and takes a break for the Short Nap. The PC's will be randomly separated, some finding themselves in the Wilds, some in the RC and some in the Regency: this lets me run adventures in all three settings and give the guys a feel for which one they prefer as they try out new characters or run their old ones. The idea is more or less inspired by Asimov's Foundation series: I've always admired how he dealt with the broad sweep of history by creating artificial choke-points (Seldon Crises) that showcase turning points in history.
Since I'll be dealing with the Collapse and transition to the New Era, I am very curious to know how YOU handled it. Where were YOUR players when Dulinor did the deed? Who did YOU support during the Rebellion? Did YOU suffer from the aforementioned "campaign anxiety" and how did YOU deal with it in YOUR game? How did YOUR group/PC's make the transistion to the New Era? Gamers are a hardy breed and I find it difficult to believe some campaigns needed therapy over a little star-spanning civil war/apocalypse. The old guard obviously coped with the Fifth Fontier War, so how did YOU deal when the lights went out? Huh?
I've heard and read a whole hell of a lot about how the Rebellion/Hard Times/Collapse period was purt-near impossible to GM. The reasons usually revolved around how hard it was to engage players (meaningfully, not peripherally)in the overarching socio-political, military and economic events that characterize a stellar polity tearing its guts out. I've never played or GM'd a campaign that spanned this period of Traveller history so I have no firsthand experience to confirm or deny these obsevations. I understand there was some "campaign anxiety" over GDW's seeming abandonment of its transparent resource policy; that is, the perceived shift from "tell-it-like-it-is" products that fostered a sense of partnership with the GM to resources that played their story-arch cards pretty close to the chest. Apparently some wondered if the next update from TAS would see their campaign stomping grounds overun by Vargr or atomized by Lucan. Apparently there was some worry over aligning one's players with the "right" faction: nobody likes to bet on a losing horse, and I guess it'd be depressing to see your players strung up as part of Dulinor's coronation party. Again, I didn't play or GM during this period so I don't know.
However, I am planning on running a campaign spanning that era. It starts around 1107 and features adventures at 4 year intervals (yes, they coincide with terms) that serve to showcase the concerns of that time. The campaign continues up to the Collapse and takes a break for the Short Nap. The PC's will be randomly separated, some finding themselves in the Wilds, some in the RC and some in the Regency: this lets me run adventures in all three settings and give the guys a feel for which one they prefer as they try out new characters or run their old ones. The idea is more or less inspired by Asimov's Foundation series: I've always admired how he dealt with the broad sweep of history by creating artificial choke-points (Seldon Crises) that showcase turning points in history.
Since I'll be dealing with the Collapse and transition to the New Era, I am very curious to know how YOU handled it. Where were YOUR players when Dulinor did the deed? Who did YOU support during the Rebellion? Did YOU suffer from the aforementioned "campaign anxiety" and how did YOU deal with it in YOUR game? How did YOUR group/PC's make the transistion to the New Era? Gamers are a hardy breed and I find it difficult to believe some campaigns needed therapy over a little star-spanning civil war/apocalypse. The old guard obviously coped with the Fifth Fontier War, so how did YOU deal when the lights went out? Huh?