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Blue Tyson
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http://venusframework.online
http://venusframework.online

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+Frank Filz (and anyone else) you mentioned you ran Shadows to kick off your Traveller game. I ran it a local convention last weekend and it... was kind if flat for me. I'm assuming I didn't approach it with the right mindset.

It seemed like the Players/PCs only poked their heads into room, saw something not particularly interesting, not particularly illuminating, and not particularly visceral or engaging. (There was only one randomly rolled fight.) They liked when they finally found the mural and could start piecing things together on the larger scale.

For the most part it felt like the module was built on a a lot of random "Spot Hidden"/"Search" rolls. I should say here I'm not a fan of Spot Hidden type rolls in RPGs. If the PCs need something to proceed I generally tell them what they need to know to move forward. I prefer to do this even if the thing they have to notice is a threat or a problem or something for them to worry about. Threats, problems, and things to worry about engage the players, and I'd rather have them be engaged rather than looking for something to engage them.

Moreover, even if "finding stuff" isn't required to move the adventure forward I find that simply going into one room after another to make random rolls to find stuff becomes repetitive and Players often stop making the rolls. (Since they often don't find anything on the random rolls there they begin to suspect there might not be anything to find and want to move on to find things that are more obvious.)

I also think (again, this is personal preference) I prefer Traveller as a game about societies, social interaction, and choices on the parts of the PCs about what to do about interacting with other people. ("Who will we help? Who will we ignore? How much is this treasure worth?" and stuff like that.) A module based on exploring a long dead place where the ultimate mystery of why it was built might not even matter to solving the problem at hand (which is the situation in Shadows) might not be a good fit for me.

The players did like some of the puzzle solving elements. They did figure out what they lasers fired. They did shut off the power plant. They did figure out how to fly away from the pyramids safely. And perhaps they had a better time than I did! But I really felt like I was trying to prevent them from getting bored as they found one fairly empty room after another while they struggled to shut down the laser system. But, again, that might be just me (and probably is!)

But I'd love to learn more. How have people run it? What worked? What didn't? What made it fun? Where did it stumble?
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Some reasons why public transport is featured so little in pop culture are: product placement and the difficulty of filming on transit.
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The ‘I Got The Altered Morphology Blues’ Trio—A review of Brief Cases, three investigations written by +Gareth Ryder-Hanrahan and published by +Pelgrane Press Ltd for use with Mutant City Blues, the superhero police procedural roleplaying game.
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For years I have been haunted by two mysteries of Book 2 spaceship combat:
1. How do missiles move?
2. How do sand cloud from sandcasters move?

Last night I read the rules to Mayday. The answers were right there. The entire system finally snapped into place.

I’m sure everyone else has already sorted this stuff out. But for me it was a revelation.

Now, why this information was never published in any edition of Traveller i’ll never know. But I am glad to have it!

Mayday is like a slightly (and only slightly) stripped down version of Book 2 combat. I can’t wait to give it a whirl.
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Mindjammer Traveller arrived earlier. And we all love a shelfie....
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17/02/2018
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Ideas For Greyhawk Maps
Good day Greyfriends! It's a slow week, but I am heartened by the uptick I've been seeing of Greyhawk community interest online. Whether its because of the token announcement of a Mordenkainen book I don't know, but hopefully the likes of Anna Meyer , Retur...
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