Got some questions for ya....

A thread of 2 messages, 19 June 1990 to 20 June 1990, in the order they were sent.

#1339 Got some questions for ya....

Greetings and Salutations,

  I am starting my first attempt at GMing MegaTraveller(well, actually, its
my second attempt, the first bombed when everyone cancelled due to class
pressures after the first nite of play :). If anyone has any tips for me,
lets hear 'em.  I'm ready!
   Now a few questions....

1.  Aging:  does it seem reasonable to you'uns that 3,000 years in the future
            the point when aging starts to affect your performance is about the
            same as it is now?  I am considering pushing the aging rolls back
            to at least 50 or 60.  I don't remember reading anywhere what the
            average lifespan is, does anyone have any clues?  If I push the
            aging rolls back, I would probably increase the lifespan also.
            Comments?

2. Timeline:  I am not sure where I want to start my players WRT the
            rebellion.  I could start them before, say about 1100, right
            around the event, or somewhat after, say 1140 or so.  What have the
            rest of you done as far as the timeline is concerned?

3.  Place:  I am thinking of starting my players in either Zarushagar or
            Reaver's Deep sector.  Are there official maps of these
            sectors and if so, where can I find them?

   Thanx all (especially James for keeping this monster going!  :)

- -------
Captain Sir Michael Talmoth,  UPP:  BA5A8B

"You see me now a veteran,
     Of a thousand psychic wars,
         I've been living on the edge so long,
             Where the winds of Limbo roar,
 And I'm young enough to look at,
     And far too old to see,
         All the scars are on the inside,
             I don't know if there's anything left of me"
- -- BOC

#1342 Re: Got some questions for ya....

>Greetings and Salutations,
and halucinations.....

>  I am starting my first attempt at GMing MegaTraveller(well, actually, its
>my second attempt, the first bombed when everyone cancelled due to class
>pressures after the first nite of play :). If anyone has any tips for me,
>lets hear 'em.  I'm ready!

Make sure you have your ducks in a row.  Not knowing your players, I can't
predict how they will take to Traveller.  In our group, I am the only one who
has played other games than AD&D.  Most people are reluctant to learn a new
game system and it can be real hard to convince them that there are fun other
games.  The biggest problem here to watch out for is the reward system.  In
AD&D you get Gold, Magic, and Experience.  As you progress you get more hit
points.  Many AD&D people can't understand or accept the fact that your hit
points never go up, but maybe down.  They don't understand that you are
beginning adventuring experienced and now it is for fun.  You can't always use
techno-junk for magic because most of the techno-junk is purchasable somewhere.
This usually pushes the AD&D ref to use money as the main treasure.  You have
to get the players out of the "do go, get rewarded" mind set and make them
adventure just to have something to do after retiring.   It is probably the
hardest thing about Traveller.

>1.  Aging:  does it seem reasonable to you'uns that 3,000 years in the future
>            the point when aging starts to affect your performance is about the
>            same as it is now?

No RPG's rules are fixed.  Do what you think is rational.  If your universe has
longer lifespans then so be it.  From an actual "History of the Imperium" stand
point there was a long period of non-tech growth.  It is reasonable to assume
that medical sciences haven't progressed that far.  Anagatheics are expensive,
adictive and a real pain if you miss a dose.

As far as the rule goes, it is there to force the players to cut character
generation off at an early age.  If you allow them to stay in service until
they are 60 then you will have a boat full of Admirals and Generals with
Gun-10, Pilot-10, Computer-10 and so on.  Also as humans go, with the exception
of a few, Speed, Agility, Strength, and Endurance start dropping at around
25-30.  Now your athletes and those who workout more often are near the top end
of the scale.  So 38 is a bit of improvement over todays norms.  Like I said,
do what you want, you are the ref, but there is some more food for though.
Also, one other thing, if your players have played Traveller before, then they
are used to the rules as they are and you may not want to go make changes.

>2. Timeline:  I am not sure where I want to start my players WRT the
>            rebellion.  I could start them before, say about 1100, right
>            around the event, or somewhat after, say 1140 or so.  What have the
>            rest of you done as far as the timeline is concerned?

I have in the past tried to stay in sync with the Journal of the Traveller's
Aid Society (now Challenge).  1100 is about the time of the 5th frontier war
(near the end if memory serves).  If you are running a merchant campaign then
the post war-pre rebellion period would be more sutiable since the economy is
somewhat stable.  If it is going to be strong military then run it during the
war or the rebellion.  Your choice.  One thing to consider is where you are.  I
am not sure where those sectors are, but it takes a few years from the
assassination of Strephon to the break up to hit the Spinward Marches.

>3.  Place:  I am thinking of starting my players in either Zarushagar or
>            Reaver's Deep sector.  Are there official maps of these
>            sectors and if so, where can I find them?

The Official sector data is located on the pay service GEnie.  There are no
maps, but the UWP codes and stuff is there.

>   Thanx all (especially James for keeping this monster going!  :)
De Nada

>Captain Sir Michael Talmoth,  UPP:  BA5A8B

Cpt. Anton Devious, B89F98 (Ex. Marine 1Lt, now Cpt of my own boat)
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