New Player Handout

By Robert S. Dean ·

TML message #2409From bundle 199

While Mike Metlay would urge me not to do this, I started a weekly Traveller
game at my local game shop two weeks ago, to get more of a Traveller fix.
Being somewhat afraid of the sort of people that might show up, I prepared
a number of handouts for people unfamiliar with the game, including several
xeroxed "New Player" articles from TD and the following summary handout of
my own.  Any comments from the gang?  For all of the time I've spent with
this game since it was first released, I've not ref'ed it very often and I'm
still feeling my way through some parts.

As a side note--I've neglected the PBEM mercenary company game for a while
now.  Any players in that who are still interested will be be happy to hear
that much of the missing background material on Overnale has just been written
by me in the last week as a side effect of the store game.  As a result, we
could be getting started again, running the intelligence ops and the (brief?)
combat exercise concurrently, as long as my keyboard holds up.  (Slight
hardware difficulties here.)

- - ------------------------------------------------------------------------


FROM THE GAMEMASTER:

A few more notes on Traveller:

1.   The game aims to be realistic, and any referee's calls  will
take  this  into  account.  The idea is to try to  have  fun,  so
please  remember,  it's only a game and the ref has to  have  the
final call.

2.    The main scientific breakthroughs assumed in the  game  are
the invention of usable anti-gravity generators (at tech level 9)
and  the  invention of the Jump drive for star  travel  (also  at
TL9).  There are no all purpose force fields.  Until TL13 or  so,
the all around favorite personal weapons will be slug throwers of
one  sort or another.  Laser and high energy weapons tend  to  be
bulky and finicky.

3.   Anti-gravity can be used for spaceship propulsion,  allowing
continuous boost at up to 6 gravities for a month or more in  the
typical  spacecraft.   However, the basic rules  of  physics  are
still  in  effect.  At 1G (a typical drive value for  a  merchant
ship),  a trip between Mars and Earth at closest  approach  would
take  about  two days.  A 1G constant acceleration  trip  between
Earth and Jupiter (average separation) would take 6 1/2 days.  If
a  ship  in space powers down its engines, it  continues  on  its
course  at  its current speed, as modified by  any  gravitational
effects.  It doesn't stop.  Even with beam weapons with ranges of
500,000km, space combat is slow.  Two ships which had been  head-
ing in opposite directions at high speed could require many hours
to match courses.

4.  Communication comes in two flavors: radio and other  electro-
magnetic  radiation  which  travels at the speed  of  light,  and
messages  sent  by  ship, which travel at the speed  of  Jump  (a
maximum of about 19 light years per week--Jump-6 ).  Large  scale
government  tends to be decentralized because of  the  communica-
tions  lag.   A message sent by the Imperial Express  Boat  route
from  Capital to Glisten would be in transit for almost  a  year.
Thus,  it  would take two years to send a message and get  a  re-
sponse.   In  a  typical star system  communication  between  the
innermost and outermost planets at the speed of light might still
be subject to a time lag of tens of hours in each direction.

5.  Combat is fairly dangerous, and in almost all cases, dead  is
dead.   There  is no memory recording technology, nor  any  clone
replacement bodies.  There is suspended animation technology,  so
a  critically  wounded character *might* last until  a  high-tech
hospital can be reached.

6.   The  Imperium is big.  Their Navy is big.  Their  ships  are
bigger  than anything else you will see moving in space.  If  one
shoots  at  any ship a group of players is ever likely to  be  in
control  of,  they will be dead.  Don't give them any  reason  to
shoot.  Don't break the law.  Fortunately, the laws of the  Impe-
rium itself are minimal.  Rule#1: No nukes.  Rule#2: No psionics.
Rule#3:  Don't disrupt trade.  Rule#4: Leave other people's  pla-
nets  alone. Most governing is done by local governments, due  to
the slow speed of communications.

7. Computers:  Traveller is not a computer heavy game.  Don't ask
me  why,  but  we'll play along.  No  cyberware.   Some  computer
background is assumed for most characters from high tech  worlds,
because the game does include things like "dynamically configured
controls"  on  most  vehicles of TL10 and above.   Plug  in  your
favorite  set  of control parameters and any  vehicle's  controls
look much like any other's--to you.  Trying to use someone else's
default  controls could get interesting.  (But it's all in  Japa-
nese!??  What does this blinking green light mean?)

8.   Aliens:  There are a number of them.  Aslan and Vargr  would
be  the most common major races seen in this area.  Droyne  would
be  possible.   Darrian (home of a minor human race) is  not  far
away, and you would probably recognize a Darrian if you saw  one.
The Sword Worlds, a rather backward and clannish group of planets
are also fairly close.  You'd probably recognize a Sword  Worlder
if  you saw one, too, but it would be less likely.   The  Darrian
Federation is friendly toward the Imperium, the Sword Worlds  are
not.

9.   Monsters:   Lots of planets have native life forms.   It  is
possible  that  there might be some commercial value  in  hunting
them for anything from their fur to their unusual body chemistry,
but  they don't usually store treasure in their lairs.  The  game
is  not usually about interactions between players and  monsters,
but about interactions between players and non-player characters.