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Your player types.

Sabredog's story is interesting because it's a classic no-win situation. However, I don't see why the player's are necessarily at fault for attempting a rescue. Sure, their reasoning process was flawed, but it can be justified from an in-game point of view and had I been there I probably would have tried to make a rescue attempt as well.

They went up against a up-gunned and armoured 300dton raider, but they were flying escort for another freighter. So their ship should have been able to stand against a raider vessel, otherwise what business were they having in escorting a freighter in the first place?

Maybe it's because I tend to play heroic type characters.
 
I don't think it's just you. It really depends on the GM/DM/Ref. Me, I tended to give an occasional second chance if there was an "Awww! Come-on!" moment stemming from a lack of clarity on my part. But, I killed characters in my games, though the guys I played with were a pretty savvy bunch.

"Night of Conquest" is meant to be a kind of "last plane out of Hanoi" kind of adventure. Your group is supposed to duck, run, seek cover, and otherwise slug it out in a "Battle of Mogadishu"/"Black Hawk Down" kind of scenario. But my group of players, all of whom had high IQs (read that as a mix of traditional book smarts and street smarts; computer and chemical engineer types of geniuses sitting next to friends who knew a lot about so called real life, and were just as quick and smart), evaded in some pretty clever ways, got to the starship without suffering casualties, and blew the living snot out of the invaders.

I mean, I was rolling up huge patrol groups and whatnot, but my player group knew well enough of when to let loose a hail of gunfire, and when to keep stashed away.

I think saberdog describes a kind of shift in attitude regarding what players newer players expect, verse what the rest of us have gone through. How many times did I get rendered unconscious and have a brush with death defending a starship against pirates and other nasties, lose money and possessions, get locked up, falsely accused, and generally just made a persona non gratis in the entire Spinward Marches before I wizened up and bought a ticket back to Earth? Answer; many :)

Heck, we had one player in our group who rolled up an Imperial Army General who demanded to walk around in battldress while lugging his FGMP-15... anywhere and everywhere; grocery store in the downport, carnival, ... PTA Meetings :nonono: As "god" of our adventures I obviously didn't allow him those tools, but even when he got his hands on some really high-tech devices and tools, do you know what his battle cry was?

That's right, "Let's go home!" :)

Dude knew the kind of GM I was (and perhaps still am), and knew that he better be well equipped if he was to survive. Or, lacking that, he better be on his toes :devil:
 
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Sabredog's story is interesting because it's a classic no-win situation. However, I don't see why the player's are necessarily at fault for attempting a rescue. Sure, their reasoning process was flawed, but it can be justified from an in-game point of view and had I been there I probably would have tried to make a rescue attempt as well.

They went up against a up-gunned and armoured 300dton raider, but they were flying escort for another freighter. So their ship should have been able to stand against a raider vessel, otherwise what business were they having in escorting a freighter in the first place?

Maybe it's because I tend to play heroic type characters.

To expand on what Blue Ghost said:

I was describing a definite shift in attitude away from real role-playing to more of a videogaming attitude where the players seem to be getting away from thinking for themselves, reasoning out the whys and wherefores, or making (sometimes hard) moral choices over instead treating the game like a rail-shooter where they can do anything they want and will succeed just because the game is about them.

I want and expect the players to act heroic if the situation is fitting, but I also want the game to be more than just some Star Trek episode, too. I want it to have layers, plots, wheels within wheels...and the players are part of all of that, too. The choices they make will have a greater ripple effect through the campaign than those made by the average Joe Spacer because to a degree the game is about them, but there are also NPC's whom the game is also about and who make just as big a ripple when they act as the players do. And sometimes the other guy might have a bigger gun than you do because he can afford it...or because he took it off someone bigger than he was once in the past.

In the described situation it wasn't the fact that they tried to help the merchant, that's fine as part of the moral choices I present sometimes, and the heavier raider was part of the variables involved.... and because the raider captain wasn't just some 2-dimensional redshirt NPC he gave the players a break - which was me "in-character" hinting that maybe this time is it un-winnable and nice try, but remember this guy and later victory will be sweeter because of this encounter. They pressed the attack, well, ok I beat on them a bit and sent them on their way with something to think about: that being that they don't always have the bigger blaster (or testicles or analog of such depending on species) just because they are the player characters - where'd the fun be in that?

What I didn't expect and want to hear was "Oh we'll win this because it's early in the game and Scott won't kill us off this soon." Oh really? Gee, it's only a game and it takes like what, 30 minutes to roll up another batch of characters. What, are we all 12 years old and playing D&D and so attached to our elves that we pout in the other room when the red dragon our 3rd level elf bard/ranger/monk tried to sneak attack and failed said dragon is now picking its teeth with his femur?

Yeah, be a hero, but don't expect to be Superman, and don't expect the other guy won't sometimes be just as good or better than you sometimes - it's what makes the game challenging instead of some Monty Haul dungeon. A challenging game is a fun one, if there weren't challenges there'd be no need for heroes..and if the hero can't die then he isn't being a hero - he's just an action figure.

As it is the enemy NPC they encountered later turned up again having broken into their ship while it was in port and they were away. When they returned he had drop on them and presented them with a chance to repay him for the turret they cost him. They had to hijack a cargo he knew about before a rival gang got it first (although he didn't tell the player about the rival gang thing) and in exchange all would be square and he'd even throw in the location of a friendly NPC who's ship this guy had sent crash-landing on a small empty world so they could go rescue him, too.

The players unfortunately botched the timetable for the cargo delivery, and now being farther in the game and wiser, they decided to try to cut a deal with the rival gang leader - who turned out to be the privateer raider's boss. The raider owed this boss a lot in gambling debt and he has decided to steal this cargo and sell it to pay the debt and be clever about it by using some stooges. The players rolled with the situation and offered to help the boss sometime in the future. They sang like canaries and the raider captain was brought in and the boss thought it would be amusing to "give" him to the players for a while to work off his debt rather than just kill him (or them all).

So the players gained an ally, of sorts, and they actually get along well with the guy even if he is a sneaking backstabber of sorts, and has proven handy in trying to end this trade war with some of the connections he has. They dare not turn their back on him, but that has added some interesting dramatic tension. Once his debt is paid and his boss recalls him things might get really interesting and everyone involved knows it, but that's the sort of thing that makes for a good RPG game.

Since then a couple of the player's characters have been killed (and guess what? it actually added to the game since they went out in both situations not expecting to live but knowing they would give their buddies a chance by holding the fort while the others got away - and one died holding off an attack on the drive room by enemy boarders who would've blown the drive - took out 4 of them before he went down when the other PC's arrived) and now the players talk about how epic those incidents were instead of getting mad because "I wouldn't let them win". Their victories have been sweeter for it.
 
They went up against a up-gunned and armoured 300dton raider, but they were flying escort for another freighter. So their ship should have been able to stand against a raider vessel, otherwise what business were they having in escorting a freighter in the first place?

BTW: MTU is a small ship game at the player level. A 200 ton escort raider is typical for corporations to use for escort duty - usually more than one depending. Privateers sign on to the various sides in a trade war to get their piece of the action and they often have been in the business long enough to up-gun their ships or have bigger ones.

The players just started and the ship they had is all they had to start with (they have since up graded to a 300 tonner of their own) and they got that one just by signing on as privateers but their contract calls for a certain percentage to go to the company to help cover the cost of the ship they are "leasing".

So they wanted to play at privateering and that means sometimes they won't just be up against faceless corporate goons in ships like theirs. But if they try for the bigger, tougher prizes and win they might make their fortune - and isn't that the sort of thing Traveller is about?
 
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So they wanted to play at privateering and that means sometimes they won't just be up against faceless corporate goons in ships like theirs. But is they try for the bigger, tougher prizes and win they might make their fortune - and isn't that the sort of thing Traveller is about?


Sabredog,

Sounds like pure undistilled Traveller to me!


Regards,
Bill

P.S. While the sessions you described in Post #24 are absolutely superb, this...

Yeah, be a hero, but don't expect to be Superman, and don't expect the other guy won't sometimes be just as good or better than you sometimes - it's what makes the game challenging instead of some Monty Haul dungeon. A challenging game is a fun one, if there weren't challenges there'd be no need for heroes..and if the hero can't die then he isn't being a hero - he's just an action figure.

... is among the best advice I've ever read for a RPG GM.
 
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"Yeah, be a hero, but don't expect to be Superman, and don't expect the other guy won't sometimes be just as good or better than you sometimes - it's what makes the game challenging instead of some Monty Haul dungeon. A challenging game is a fun one, if there weren't challenges there'd be no need for heroes..and if the hero can't die then he isn't being a hero - he's just an action figure."

"... is among the best advice I've ever read for a RPG GM."

-0------------0-

Agreed
 
saberdog, and everyone else, when I game online (or used to anyway) I gravitated towards NOVLOGIC's Delta Force series of games. A) the game engine physics were realistic, B) there was always an objective that required some kind of strategy (however chaotic), C) the game isn't hacked.

What does this have to do with P&P games? Well, there a lot of gamers out in online FPS land who (myself included) are just there for the thrill of gunning down the other guy; whether you're part of a counter terrorist group, in a tank, an apache gunship, a blackhawk manning the minigun, or flying a starfighter. There's a time and place for that.

But those are essentially team sports. One side verse the other. You might as well be playing real life soccer or football, and you'd get more exercise and be healthier too. But P&P RPGs, to me, are a living novel you share with your friends. So I can see a certain tendency in certain GM's to be lenient or give more second chances than they should have, but it is supposed to challenge your mind to situations for you and your cohorts to navigate and otherwise find solutions.

Me? I blame IDSoftware and their games for creating the unholy marriage of instant-death/revitalization with a Traveller setting. Okay, the DOOM and Quake series aren't "Traveller", but you can't tell me the BFG-9000 (or whatever it is) packed by a marine on a far distant world isn't Traveller. So, what probably happens with younger gamers (and I don't know really, I'm just guessing) is that they want the flavor fiction, but it takes back seat to what a game like Traveller is supposed to be about.

Back to the player type thing though, I remember I killed a character one of my friends rolled up. It was one of the first characters he ever generated. He named it after the actor/stuntman who played Leatherface in "Texas Chainsaw Massacre", his favorite B-movie to laugh at. Said character was regenerated no less than three times, and died on each outing. Time the first; psionic animal attack on a Zhodani scout ship. Time the second; fell off the landing platform of a floating palace. Time the third; utterly fried in a firefight by an FGMP wielding marine (totally his fault too). The man wasn't happy. I shrugged. The guy took chances. Chances I wouldn't have taken. Then got mildly upset with the game. Not so much with me, but the game itself.

Go figure.
 
When I introduce a new player to Traveller, I generally lay it out for them that mine is a realistic game, not a cinematic action adventure. Don't take ridiculous chances and don't get too attached to your character, they can die and there's no such thing as resurrection.

Having given them fair warning, I figure if their character gets killed and they pout, that's their problem.

Actually, my games tend to be semi-cinematic, the good guys get more chances than the NPCs, but IMTU GM leniency is a privilege, not a right. :devil:
 
Actually, my games tend to be semi-cinematic, the good guys get more chances than the NPCs, but IMTU GM leniency is a privilege, not a right. :devil:

LOL -- talk about blowing the suprise .. lol; But yeah -- I have to agree .. players have to realize, there is no 'reset button' when the players make a stupid choice that gets thier characters killed off
 
Hmm, I'm not entirely blowing the surprise. They only get leniency if they've earned it by sensible roleplaying. Munchkins die fast. The GM is the biggest, toughest munchkin in the game.
 
I usually GM but speaking for my players: regardless of what they start out as, they seem to end up as Ren & Stimpy. :nonono:
 
If the game has aircraft or starships, I always liked to play the pilot... to the point that, whatever the system, one of my friends dubbed my character the "wisecracking pilot" archetype.
When playing fantasy type games, I tended towards the "wisecracking Ranger" type- although I'm told the "wisecracking Mage" was quite alarming!
 
I never got a chance to seriously play but I always imagined my character as a retired navy admiral in fancy uniform, British accent and cerimonial saber at his side.
 
I GM mostly. My players, however...
One is always looking for the Oddball concept character.
One is looking for being the heart of the action.
One is always looking for the critical success or critical failure.
One tends to enter martyr mode and play whatever the group needs even if it is unfun for him.
One tends to play carefully broken characters. His characters are reminiscent of Bujold or McCaffrey secondary characters... a strong competence, and a string labeled "PULL HERE TO INDUCE STRESS"
One tends towards combat thugs with brains.

Not all of these are in the current game.
 
In Traveller I like to play Scouts or Merchants. Military types come a third. In order, I guess, exploration, money, taking out the bad guys. Prefer semi-cinematic where I don't have to worry about dying unless I do something stupid/heroic, and prefer not to have to worry about money or small stuff. I have enough that worry in real life; why game it?

I'd like to try playing a Noble, or a rich merchant. Maybe even an admiral or general; someone who thinks though situations and then has to hope the plan works.

And yeah, my characters tend to be an extension of some part of me that I'd like to emphasize.

L
 
Well, I have played only one campain to end. But in our roleplaying association
This sort of characters will most probably pop up if I offer to run Traveller. here is some few:

One is an villanous noble, ( or milionare) who is usually the leader of the PC's. Likes luxuries and LOVES to stab NPC's on back and cause nightmares to their children. More desctruction and sorrow he leaves after his wake, the better.

One (probably not member any more) is an sly narcist, who runs away from danger and uses tricks to get to his goal, and he mocks down angrily every character he sees stupid.

One is an silent guy who preferrs action over words. (really, the player radomly says anything In Character :p)

One is another sly trickster who is talented speaker and doesn't really mind about laws or rules.

Since many in my club like outlaw or lawless characters The Scoundrel book will be worth of it's price :)
 
Just out of curiosity, what kind of players do you all like to play?

To start things out I like to think of my character as an extension of myself, so I tend to play the game as if I were there, but with no inhibitions. One of our guys was a Schwartzeneger "Commando" type, another a panicky five star general (with no spine), another a dagger expert with a bit of privateer/pirate in him.

Do you prefer high-adventure "Indiana Jones" type of stuff, maybe military epic stuff like "Wind and the Lion", or some real hard science fiction like something out of Niven, Bradbury or Asimov?

Does your group/character enjoy narrow escapes, evading traps, epic battles? I'm guessing a combination of all of the above.

Please share :)

Most of my characters are bookwormy. Justified by the fact that running a starship requires technical know-how. They are also clannish and correspond to homeworld social networks of family/friends/neighbors. Several have interesting hobbies(the medic for instance, loves to carve Kudebeck ivory).
 
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