Parental Advisory: Vector Thrust - The Beginning Alex Goodwin (18 May 2020 15:49 UTC)
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Re: [TML] Parental Advisory: Vector Thrust - The Beginning
Timothy Collinson
(18 May 2020 16:21 UTC)
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Re: [TML] Parental Advisory: Vector Thrust - The Beginning
Alex Goodwin
(18 May 2020 19:47 UTC)
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Re: [TML] Parental Advisory: Vector Thrust - The Beginning
Timothy Collinson
(19 May 2020 08:34 UTC)
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Parental Advisory: Vector Thrust - The Beginning Alex Goodwin 18 May 2020 15:48 UTC
I had previously tried to run GT for the inner core of my group (Mr Sweep, Eddles, dingus and I) back around 2005-2008, and ended up with a distinct impression that Traveller, in all its forms, was something they would go far out of their ways to avoid. Thus, when Herr Sweep pinged me on Discord and asked me about me running Traveller a few weeks ago, he signed for and received one Look, Dubious. That didn't break his stride, as he pointed me to Seth Skorkowsky's reviews/walkthroughs of MGT2 on Youtube, which had apparently already two-thirds convinced him. (Thank you, Seth!). And watching those videos set some wombat to reflecting on his previous mistakes, and tactics to use going forwards. One of the biggest (for this mob at least) mistakes I made was the cultural-shock equivalent of the uncanny valley delivered by the Golden Age setting (whether CT, or GT's remix). Fantasy settings are no problem, as there's no uncanny valley analogue, but the 3I's default culture is close enough to be alien. The obvious tactic is to set the game in the Interstellar Wars era and restrict the PCs to being Terrans. Reading through GT:IW, I found the "default present", 2170, just before the 4th IW kicks off, to be a bit too far away and also too constrained - too much had been filled in. I thus moved things back 46 years, to 2124, just before Interstellar War II cooks off. Terra is not yet as totalitarian as it becomes in 2170. Another tactic is to swipe from action movies, and start the game in medias res - as the MGT2 core books also recommend. (This one is addressing more a shortfall in my own skills, preferring to let the PCs soak up the background first). Embrace and facilitate rational knowability - you're running a game rooted in classic sci-fi, so the particular game you run should be able to cash the implied cheque. Don't mindlessly stick to what "da roolz" say. In PA:VT, I've bent rules in favour of Rule Of Funny / Rule Of Awesome multiple times already (not to mention short-circuiting rules lawyering - if that had gone on much longer, Easy Frag would have GROWN HAIR). But, absent ROF/ROA, keep it consistent. Remix game-mechanic concepts into forms your mob is more comfortable with - cutting down the cognitive friction pays off, even for veteran software developers. As we'd been on a D&D5 kick for a while immediately beforehand, I've borrowed from there. Bash it into whatever shape you need, but keep applying it consistently. Admit your own relative newbieness. I'm the nearest thing us mob has to a veteran Traveller GM (see my previous email), but I'm as new to MGT2 as everyone. Soliciting feedback after each session - and making it obvious that you're acting on some of it - pays off bigtime in social capital. Having Herr Sweep already onboard under his own steam made the sales job to everyone else far easier, as the game came together with a loud ringing crash. "High-tech Firefly" worked before in 2010 when I ran a GT game aimed at a later-than-Cold-Y group, and it worked again here. I explained the broad campaign options, and said very simply that as I'm learning a new Trav edition, I was going to avoid novelty elsewhere, thus it was broadly going to be a merchant game. Ethically-challenged was almost a given with the types of characters my mob end up with under their own steam, let alone after a randomised-lifepath approach. So what in blazes do you do when everyone lobs for chargen in a satirical mood? --