Greetings, fellow travellers

A thread of 2 messages, 13 July 1988 to 18 July 1988, in the order they were sent.

#152 Greetings, fellow travellers

Hi.  I new to the list.  If you want to E-mail me personally, my net
address is:

	[email removed]

My actual name is Richard Johnson.

Now that's out of the way, Do any of you use programs at home (other
than those available from the list archive), and what computers are
they running on?  Maybe we can work out some arrangement to distribute
among ourselves rather than duplicate effort.  This would especially
help me since I have none yet...

- ------------- New topic ---------

I have been running a fairly successful campaign under the original rules
with about six friends.  Two of them were always playing, and even asked
for additional time.

About two months ago, I tried introducing the team to Megatraveller, by
creating new characters and running a simple adventure.  It did not go
real well. One of the two "regulars" became disheartened and did not role
play well; she has since refused to have anything to do with Traveller of
(oops) or .. Megatraveller.  She says she "might" consider playing again
if I figure out a way to bring her old characters into the new campaign.

Other players have not been so adversely affected; most don't really see
such a big change in the rules, and in some cases prefer the new (I think
cleaner) system.

I have a vested interest in keeping this particular player in the campaign
(she has been a close friend for many years, and now it's about the only
time we get together...).  Yet, I don't want to destroy a new campaign
by bending to player will at the outset.  Neither is it desirable to destroy
the campaign by letting her exclude herself (she has "pull" with many of
the other players).

Any suggestions?

Thanks.
Richard

#156 Re: Greetings, fellow travellers

Hi,

   Concerning your question about bending the rules:

   This question really goes to the heart of roleplaying games and
their purpose.  RPG's (including Traveler/MegaT) are a forum for
improvisational theater amongst the players (who have one actor each)
and the GM (who has the rest of the actors in the universe).  Always
keep in mind that the reason for the game is for the entertainment of
everyone concerned.  Perhaps the most satifying thing for me as a GM
has been to hear players tell "war stories" of their adventures in my
games - it means they really "lived" their characters.

   The rules (and aids like maps) are merely a framework to aid the
actors (including you) in feeling comfortable in the universe you
create.  My advice is to flat-out disregard the rules when necessary
and do what you think is best.  This will give you more freedom in
dealing with the players - but make it clear to the players that *you*
are the arbiter of the universe.  Nothing is so boring as a rules
argument.  The play is the thing.

   Were I you, I'd let your friend in with her old character, and work
out accomodations with your other players so they're happy too.

Charles