I'm wondering what the Old Timers who played Classic Traveller when it came out feel their role is vis a vis the Rules, vs. the guys who have only gotten into Traveller in the last 10 years or so.
My Spin:
I just don't use a lot of the rules as written, trust my experience, and I try tell it like a story, figuring calculations way ahead of time, by myself, minimum dice rolls in game, maximum story and roleplaying of NPCs.
Sure, I'll calculate the planet's temperature and axial tilt, and albedo, and all of that physics / planetology stuff beforehand, but that's the creativity / discovery / generation fun for me.
When I am playing, it's fast and loose, with a sci fi soundtrack, and lots of arm-waving.
I think that's what the initial intention was, whan Marc wrote:
"...a group of friends gather in a living room or around a kitchen table, and are led on an imaginary mission by their referee. The refereee presents the situation while the players are themselves the characters in this unfolding novel of the moment. Working togehter as a team, the players solve the riddles set before them and play out the situation. All action takes place in the imagination of the players as as they sit around the table and discuss the fictional events swirling around them."
How many of you out there play like this, I mean Really try to Keep In the Spirit of the Rules, rather than the Letter?
It's a good way to play, and in the intervening years, it is apparent to me that in most RPGs, Gaming-as-Rules-System has become the focus, to the detriment of the storytelling.
Does anyone else feel this way?
I'm not opposed to better rules, but there's a point where The Official Rules (for whatever edition of whatever RPG) are inadequate, and seeking more accuracy in them leads to diminishing returns, vs. time spent.
All it takes is a decision by the Referee, as Creator and Arbiter of it all, rules be hanged, to be used as a guide only.
As the Referee, as I understand it, it is my position to remain neutral and use my judgement to determine whatever happens, based on the player's actions, with the rules as a guide, plus my own real world, and game referee experience.
I don't root for the players, or the NPCs, I root for a good, exciting story, as much like a film or TV show / radio play as I can make it, given the limitations of verbal skills, plus some props at a table, a few d6, and some minis.
How do you deal with problem players?
If the players have scenario matrix storyline choices to go to planets A, B, and C, (because that's what I have mapped) and they look at this and meta-game it and say,
"Oh, look 3 planets, hm. Well, let's misjump, since we aren't gonna follow the ref's guidelines, let's see what he does."
How do you handle it?
I try and work with my notes, and setting, and try to get it back on track.
Failing that, make stuff up as I go, which sometimes leads to an unusual story, or sometimes leads to huge story problems in the overall campaign arc.
I have had players tell me, they play to "Outsmart the GM," and Expressly State That Phrase or very similar while doing it.
Has this happened to anyone else out there?
It's happened to me on three seperate occassions in 29 years.
I feel that I am more than within my power to realize these people do not want to cooperate in a shared storytelling experience, they are just there to win some kind of personal victory, and thus, privately ask them to not return.
Also, my campaigns are deadly to characters. I have players generate 2 characters, But I DON'T set up situations where people are getting torched, in minute 1, or 10, or right off the bat.
If they have to take on 10 thugs, they can walk right up head on, or counter-ambush, or parley, or call the cops, or nuke 'em from orbit.
But most times, they walk right up, and get beaten down, and then complain that the module or scenario is flawed, because a few PC got killed, and they think Traveller is D&D in space.
Or they think that Characters can and should have script immunity, because the Characters are the focus, not the plot, and thus the players pretty much demand cake-walk scenarios, where there is little to ne real challenge.
How many Referees have run into this?
Players testing, "Will the GM kill off my Character?":
There are players that play to the wall, and beyond, assuming they have script immunity, testing the game system, testing the GM.
Sure, if the task is Impossible and a lucky player rolls it, they just changed the course of the story. Bully for them.
But, once being told the task is Impossible, Hazardous, Fateful, and Player is saying "I Try Anyway," I am never going to soft-coat it, if death is pre-determined to be a result, and expressly stated before-hand, "If this fails, your character will die." Yet some will still risk it, take up the dice with their "I feel lucky mojo," then whine or complain when the PC fails the roll.
To the player that says, "I put my pistol in my mouth, and kill myself." I don't make 'em roll, just to be featured in a Steve Jackson Murphy's Rules Cartoon. Invariably, someone digs out a rules book, and tries to play Murphy, to get attention, while everyone else tells him to shut his hole, that's he's been dead 5 minutes, and dead characters don't talk.
If the character, against referee advice, sets themselves up to be a spy, to join a band of 10 pirates, to either join them,and the pirates uncover his identity, (either through roleplay slip-up, interrogation, or somesuch, and say,
"Okay, matey, arr, arr, we know ye be a spy working for the Patrol. Give the location of yer ship (or something else significant) or we space ye!" and the player says, "Pfft, to hell with you all!" then what?
Task: Eat hard vacuum with no suit, and no 02 for an hour.
How many Dice? What Skills apply? I don't think any are needed, and I think it's a case of giving a chance to survive for playing in this manner should not be rewarded with PC survival.
What do you all do with the above?
Should I unbend my concept of Traveller, and as a ref just say, "Oh, okay! I see! He was supposed to live, since he's a PC Hero, so a pirate fumbles and drops his gun, it just so happens that the ropes are loose, and at that exact second the lights go out, Flash! Boom! Boom! Boom! Bang! Pow! Lights back on, all 10 pirates are dead, because after running out of the 7 rounds for the 7 autopistol head shots, The PC had to pistol-whip the other three.
I mean, come on.
I have had players Demand that I game it out, and when I do, the PC gets beat down, and suggests, "Hey, why don't they tie me up for ransom?"
Or should the Pirates say, "Ah, let's just kill him, he's a dirty spy." and just do it.
Has anyone ever ran into a player that seeks to "Crack the Scenario" / "He [Referee] doesn't obviously want us to do that, so we should try it anyway since it will Short-cut to the chase."
Mind you, this is not my plot, this is the players acting with freedom within it, coming up with Bad Plan, then feeding it to Traveller Ref, thinking it is D&D's "Let's Wade In."
That being said, doing Impossible Task things is never an adventure requirement. But players often come up with such things.
Okay, I realize, it's not a novel.
The players decide what they want to attempt, and the ref makes the call as to if it works or not, based on as many factors as he can figure apply, roll the dice if you feel like it's necessary.
This is why CT is still around. Ref's call. Real Simple.
And players will argue, but it is the Ref's game.
I'm interested to hear how other Referees do things, and handle the above or similar.
-Merxiless
My Spin:
I just don't use a lot of the rules as written, trust my experience, and I try tell it like a story, figuring calculations way ahead of time, by myself, minimum dice rolls in game, maximum story and roleplaying of NPCs.
Sure, I'll calculate the planet's temperature and axial tilt, and albedo, and all of that physics / planetology stuff beforehand, but that's the creativity / discovery / generation fun for me.
When I am playing, it's fast and loose, with a sci fi soundtrack, and lots of arm-waving.
I think that's what the initial intention was, whan Marc wrote:
"...a group of friends gather in a living room or around a kitchen table, and are led on an imaginary mission by their referee. The refereee presents the situation while the players are themselves the characters in this unfolding novel of the moment. Working togehter as a team, the players solve the riddles set before them and play out the situation. All action takes place in the imagination of the players as as they sit around the table and discuss the fictional events swirling around them."
How many of you out there play like this, I mean Really try to Keep In the Spirit of the Rules, rather than the Letter?
It's a good way to play, and in the intervening years, it is apparent to me that in most RPGs, Gaming-as-Rules-System has become the focus, to the detriment of the storytelling.
Does anyone else feel this way?
I'm not opposed to better rules, but there's a point where The Official Rules (for whatever edition of whatever RPG) are inadequate, and seeking more accuracy in them leads to diminishing returns, vs. time spent.
All it takes is a decision by the Referee, as Creator and Arbiter of it all, rules be hanged, to be used as a guide only.
As the Referee, as I understand it, it is my position to remain neutral and use my judgement to determine whatever happens, based on the player's actions, with the rules as a guide, plus my own real world, and game referee experience.
I don't root for the players, or the NPCs, I root for a good, exciting story, as much like a film or TV show / radio play as I can make it, given the limitations of verbal skills, plus some props at a table, a few d6, and some minis.
How do you deal with problem players?
If the players have scenario matrix storyline choices to go to planets A, B, and C, (because that's what I have mapped) and they look at this and meta-game it and say,
"Oh, look 3 planets, hm. Well, let's misjump, since we aren't gonna follow the ref's guidelines, let's see what he does."
How do you handle it?
I try and work with my notes, and setting, and try to get it back on track.
Failing that, make stuff up as I go, which sometimes leads to an unusual story, or sometimes leads to huge story problems in the overall campaign arc.
I have had players tell me, they play to "Outsmart the GM," and Expressly State That Phrase or very similar while doing it.
Has this happened to anyone else out there?
It's happened to me on three seperate occassions in 29 years.
I feel that I am more than within my power to realize these people do not want to cooperate in a shared storytelling experience, they are just there to win some kind of personal victory, and thus, privately ask them to not return.
Also, my campaigns are deadly to characters. I have players generate 2 characters, But I DON'T set up situations where people are getting torched, in minute 1, or 10, or right off the bat.
If they have to take on 10 thugs, they can walk right up head on, or counter-ambush, or parley, or call the cops, or nuke 'em from orbit.
But most times, they walk right up, and get beaten down, and then complain that the module or scenario is flawed, because a few PC got killed, and they think Traveller is D&D in space.
Or they think that Characters can and should have script immunity, because the Characters are the focus, not the plot, and thus the players pretty much demand cake-walk scenarios, where there is little to ne real challenge.
How many Referees have run into this?
Players testing, "Will the GM kill off my Character?":
There are players that play to the wall, and beyond, assuming they have script immunity, testing the game system, testing the GM.
Sure, if the task is Impossible and a lucky player rolls it, they just changed the course of the story. Bully for them.
But, once being told the task is Impossible, Hazardous, Fateful, and Player is saying "I Try Anyway," I am never going to soft-coat it, if death is pre-determined to be a result, and expressly stated before-hand, "If this fails, your character will die." Yet some will still risk it, take up the dice with their "I feel lucky mojo," then whine or complain when the PC fails the roll.
To the player that says, "I put my pistol in my mouth, and kill myself." I don't make 'em roll, just to be featured in a Steve Jackson Murphy's Rules Cartoon. Invariably, someone digs out a rules book, and tries to play Murphy, to get attention, while everyone else tells him to shut his hole, that's he's been dead 5 minutes, and dead characters don't talk.
If the character, against referee advice, sets themselves up to be a spy, to join a band of 10 pirates, to either join them,and the pirates uncover his identity, (either through roleplay slip-up, interrogation, or somesuch, and say,
"Okay, matey, arr, arr, we know ye be a spy working for the Patrol. Give the location of yer ship (or something else significant) or we space ye!" and the player says, "Pfft, to hell with you all!" then what?
Task: Eat hard vacuum with no suit, and no 02 for an hour.
How many Dice? What Skills apply? I don't think any are needed, and I think it's a case of giving a chance to survive for playing in this manner should not be rewarded with PC survival.
What do you all do with the above?
Should I unbend my concept of Traveller, and as a ref just say, "Oh, okay! I see! He was supposed to live, since he's a PC Hero, so a pirate fumbles and drops his gun, it just so happens that the ropes are loose, and at that exact second the lights go out, Flash! Boom! Boom! Boom! Bang! Pow! Lights back on, all 10 pirates are dead, because after running out of the 7 rounds for the 7 autopistol head shots, The PC had to pistol-whip the other three.
I mean, come on.
I have had players Demand that I game it out, and when I do, the PC gets beat down, and suggests, "Hey, why don't they tie me up for ransom?"
Or should the Pirates say, "Ah, let's just kill him, he's a dirty spy." and just do it.
Has anyone ever ran into a player that seeks to "Crack the Scenario" / "He [Referee] doesn't obviously want us to do that, so we should try it anyway since it will Short-cut to the chase."
Mind you, this is not my plot, this is the players acting with freedom within it, coming up with Bad Plan, then feeding it to Traveller Ref, thinking it is D&D's "Let's Wade In."
That being said, doing Impossible Task things is never an adventure requirement. But players often come up with such things.
Okay, I realize, it's not a novel.
The players decide what they want to attempt, and the ref makes the call as to if it works or not, based on as many factors as he can figure apply, roll the dice if you feel like it's necessary.
This is why CT is still around. Ref's call. Real Simple.
And players will argue, but it is the Ref's game.
I'm interested to hear how other Referees do things, and handle the above or similar.
-Merxiless