T. Craig's VIRGINS

By Roger Sanger ·

TML message #7047From bundle 560

Dear T. Craig:

In answer to your question about what rules to use from your
extensive collection, my advice is to "pick and choose".

That is, the rules are basically modular, and can be mixed and
matched with relative ease.

Consider using the following selection of game components:

    As for campaign material, running your "virgins" through the
    classic adventures would allow you to review the game in
    general, and would give you time to study up on the new
    stuff.  Also, having run the material before, you should be
    more masterful with it -- you and your players would probably
    enjoy it more.

    Character generation -- keep it simple.  Since you are
    dealing with beginners, it's better to just hand your players
    a selection of premade characters (which would be easy for
    you to arbitrarily throw together without using any system)
    and let the players edit them a bit, rather than running them
    through a grueling hours-on-end generation session.

    Skills -- from any Traveller source.  More skills to choose
    from adds spice to the game, and to NPC's.  The list in
    MegaTravller's Players Manual is a good place to start.

    Equipment from any of your publications.  The more equipment
    to choose from, the better.

    Combat -- New era, if you have it.  Classic, otherwise.
    Note that in Classic Traveller, skill levels are valued in
    relation to the 8 required for success rolled on two 6-sided
    dice.  Therefore, rarely should a character be allowed to
    have more than a "3" in any skill level.  A skill-level of 5
    gives a 3/36 of failure, and a skill-6 gives a 1/36 chance of
    failure, so avoid these high levels like the plague.  In
    later rules editions (especially New Era), a wider range of
    probability for success/failure is used (20-sided die).

    Ships -- forget designing your own unless you have loads of
    time and are a glutton for punishment.  Ship descriptions,
    illustrations, and deckplans are strewn throughout the
    Classic material.  (Adventures 0, 1, 4, 6, 7, 10, 13, Double
    Adventures 1, 3, 5, JTAS 1, 8, Challenge 25, and Supplement
    5, and 7 all have ship deckplans in them).  Classic also
    contained juicy historical tidbits on the ships.
    MegaTraveller, on the other hand, contains very few
    deckplans, and even less background on the ships.

    Worlds -- MegaTraveller developed the most space.  There are
    several sector maps besides the Spinward Marches that have
    appeared here and there (in Digest Group's products,
    Challenge mag, etc.).  The Spinward Marches is still the most
    developed area, however.

    Aliens -- Aliens are virtually non-existent in MegaTraveller,
    though there weren't all that many more in Classic.

    Robots -- See 101 Robots, by Digest Group Publications.  'Nuff said.


Here are some playing tips:

    1)  Adlib (or gather or design in advance) some ALIENS for
    starship, starport, and world encounters.  Traveller
    adventure material is notably devoid of alien encounters,
    even though there are hundreds of alien species running
    around out there.  Interjecting aliens into game play and
    exposing your players to aliens and alien customs can enrich
    your campaign and provide lead-ins to interesting adventures
    later.

    The most likely places to run into aliens include:  Alien
    homeworlds, at starports (as starport personnel, travellers,
    or starship crew) trade centers, in alien-ethnic parts of
    town, taverns, mingling with the populace, and in space (on
    the comm viewscreen).

    2)  Adlib (or prepare in advance) some ROBOTS into your
    starport and world encounters.  Robots abound on TL 12 and
    better worlds.  Starships would also make heavy use of them,
    as would crews sent dirtside from such craft.  Don't forget
    that robots are a major feature in the scenery of starports,
    cities, installations, etc., on most TL12+ worlds.

    3)  Go through the adventure you plan to run IN ADVANCE.
    Prepare missing maps, floorplans, or deckplans of every place
    you expect your players will go.  Alternately, you could
    canabalize appropriate layouts from already existing
    published materials.  The maps and floorplans are essential
    for providing a common point of reference to base actions and
    reactions, making the scenario much easier to visualize, for
    you and your players.

    4)  Prepare your NPC's in advance, to give them more realism
    in play.  The more thought you give to their appearance,
    personality, and background, the more like real people they
    will seem to your players, and the easier it will be for them
    to visualize and interact with them.

Hope that helps.  Let me know if you found any of this useful.

                Sincerely,
                Roger Sanger