Traveller at Cons
Jan 12, 2018 22:27:15 GMT -8
Post by lowkeyoh on Jan 12, 2018 22:27:15 GMT -8
The cast is still going, but Stu Venable mentioned running Traveller at a convention.
I ran Star Wars Traveller at Gamicon a few years ago and we made PCs at the table. Character creation took a chunk of time and then it took another chunk of time to come up with a scenario that would make sense for those characters. I then ran Traveller again a year later for a LGS and I did things a little different.
I made five 'packages' to tack on to characters at the end of generation. We ran chargen, people picked their careers and we ran for I think three terms. At the end there were 'finishing touches' that people would pick. Thief, Conman, Cop, etc. They were two more terms and a catastrophe that sets up the adventure. So you could randomly roll a journalist and then move into cargo pilot, then pick Cop and get X contact, X enemy, X skills, and X reason for joining the adventure.
You can seed skills needed to overcome some basic encounters, establish connections with NPCs and between PCs, gives characters a bit of handle on their character to integrate in with what they rolled. It doesn't replace what was already rolled, but allows you to steer the random chaos in a way that's going to enhance the game instead of work against it.
So when stork rolls up Trig at your table, he can then pick "Street Scum" and get the contacts that the players will need to talk to to learn more about macguffin seven and also the ability to pick locks instead of just his nose.
It's worked well for me in the past, and thought I'd share for everyone's consideration.
I ran Star Wars Traveller at Gamicon a few years ago and we made PCs at the table. Character creation took a chunk of time and then it took another chunk of time to come up with a scenario that would make sense for those characters. I then ran Traveller again a year later for a LGS and I did things a little different.
I made five 'packages' to tack on to characters at the end of generation. We ran chargen, people picked their careers and we ran for I think three terms. At the end there were 'finishing touches' that people would pick. Thief, Conman, Cop, etc. They were two more terms and a catastrophe that sets up the adventure. So you could randomly roll a journalist and then move into cargo pilot, then pick Cop and get X contact, X enemy, X skills, and X reason for joining the adventure.
You can seed skills needed to overcome some basic encounters, establish connections with NPCs and between PCs, gives characters a bit of handle on their character to integrate in with what they rolled. It doesn't replace what was already rolled, but allows you to steer the random chaos in a way that's going to enhance the game instead of work against it.
So when stork rolls up Trig at your table, he can then pick "Street Scum" and get the contacts that the players will need to talk to to learn more about macguffin seven and also the ability to pick locks instead of just his nose.
It's worked well for me in the past, and thought I'd share for everyone's consideration.