THE GREAT TRAVELLER CAMPAIGN KICK-OFF THREAD
Nov 21, 2016 15:56:41 GMT -5
Admin Pete, tetramorph, and 5 more like this
Post by makofan on Nov 21, 2016 15:56:41 GMT -5
THE GREAT TRAVELLER CAMPAIGN KICK-OFF THREAD
Hi, my name is Makofan (or Mako for short). I am your GM for the two Traveller groups trying a play-by-post game with 1977-ish rules. So let me get on my soap box and pontificate a bit
1) Play-by-post games have their own rhythm. Some people can check in from work, and do multiple times per day. Some can only check in on the evenings. Some people have lots of ideas and want to spew them out, some like to just be along for the ride and interject now and then. Some people like talking in character ("Let's space them" says Orofer) and some do not (Orofer suggests spacing them). Some have played more versions of Traveller than I have, for a longer time than I, and some have never played.
Here is the key to success. Be considerate of each other - politeness, courtesy, tolerant of differences. Understand that everybody wants to have fun, or they would not have signed up. Understand that everybody has a different idea of fun. Understand that everybody has a different amount of knoweledge, enthusiasm or time. Which leads us to...
2) Work together! I have kludged you together so that we can play. There could be some friction. At least for the first planet, try to get along. It is fine for different characters to have different agendas (Spock vs Bones vs Kirk) but let's wait until you have established some sort of bond where you know you can rely on each other before getting deep into characterization. If you decide you are truly not compatible it is easy to abandon ship and form a small group or go solo.
3) I typically will give a day or so for everybody to weigh in, but my rule of thumb is to continue on if at least 3 people have given input. I would like everybody to be able to post at least 3 times per week. Sometimes I will make a post that doesn't seem to push along the action. This is just letting the game breathe a bit. It can be a time for inter-character interaction while the GM wracks his brain for the next bit of creativity
4) I tend to be a seat-of-the-pants let's-have-fun house-rules type of GM who can't remember sometimes if the ship had 51 tons of fuel or was it 52? If my veering from the rules irks you, PM me! I always listen, and sometimes change things. The same goes for if I just get things wrong
5) Play the PLanet. This is one 8x10 subsector, not the OTU with thousands of worlds. I would like (at least at first) each planet to be meaningful, and find a reason to explore it a bit. Let's see how this works
Hi, my name is Makofan (or Mako for short). I am your GM for the two Traveller groups trying a play-by-post game with 1977-ish rules. So let me get on my soap box and pontificate a bit
1) Play-by-post games have their own rhythm. Some people can check in from work, and do multiple times per day. Some can only check in on the evenings. Some people have lots of ideas and want to spew them out, some like to just be along for the ride and interject now and then. Some people like talking in character ("Let's space them" says Orofer) and some do not (Orofer suggests spacing them). Some have played more versions of Traveller than I have, for a longer time than I, and some have never played.
Here is the key to success. Be considerate of each other - politeness, courtesy, tolerant of differences. Understand that everybody wants to have fun, or they would not have signed up. Understand that everybody has a different idea of fun. Understand that everybody has a different amount of knoweledge, enthusiasm or time. Which leads us to...
2) Work together! I have kludged you together so that we can play. There could be some friction. At least for the first planet, try to get along. It is fine for different characters to have different agendas (Spock vs Bones vs Kirk) but let's wait until you have established some sort of bond where you know you can rely on each other before getting deep into characterization. If you decide you are truly not compatible it is easy to abandon ship and form a small group or go solo.
3) I typically will give a day or so for everybody to weigh in, but my rule of thumb is to continue on if at least 3 people have given input. I would like everybody to be able to post at least 3 times per week. Sometimes I will make a post that doesn't seem to push along the action. This is just letting the game breathe a bit. It can be a time for inter-character interaction while the GM wracks his brain for the next bit of creativity
4) I tend to be a seat-of-the-pants let's-have-fun house-rules type of GM who can't remember sometimes if the ship had 51 tons of fuel or was it 52? If my veering from the rules irks you, PM me! I always listen, and sometimes change things. The same goes for if I just get things wrong
5) Play the PLanet. This is one 8x10 subsector, not the OTU with thousands of worlds. I would like (at least at first) each planet to be meaningful, and find a reason to explore it a bit. Let's see how this works