![]() If you force the players to make routine checks ("I hail the other ship." "Roll me Comms + Edu."), they will frequently fail utterly routine checks, and it will be frustrating all around. Characters often have low skill levels-a total DM of +2 is pretty common in skills that characters are pretty good at (level 1 skill plus a +1 stat modifier, or level 2 skill plus a 0). It is essential that you follow this rule if you want to avoid Keystone Kops komedy. The rules specify that you often don't need to make a check if you're skilled and doing a routine task. Here are a couple of rules observations:ฤก. I recently ran my first Traveller game (a one-shot, at a con). Which type of a campaign do you wish to run? Trade? Exploration? Military/Mercenary? Also, encourage your players to get the best armor they can get their hands on. Think of Traveller combat in real-world terms, not in D&D terms, as a gunshot (or, for the very least, a few gunshots) can kill you in Traveller. This isn't D&D you don't get any experience for killing things, so if you can complete your objective or defeat/neutralize your opponents without a shot being fired, it should be the preferable option. Encourage your players to use cover and other tactics as well as surprise and allow them to avoid some of the combat encounters if they are careful or resourceful enough. ![]() Which setting are you using? Making your own setting (a subsector in size, no need for anything bigger) is the most fun IMHO, but it takes time if you're using a commercial setting, be sure that you're fully familiar with it. Mongoose Traveller is a very good game, and should be very smooth to run the whole ruleset is around 180 pages in total, including everything, and you only need a fraction of this to actually run the game. Welcome to Traveller! it's an excellent ruleset! ![]()
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