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ExileInParadise

RPG Therapist
Staff member
Wizard of Adventure
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Good for john, which version of traveller he thinking of. I preferred classic with all the booklets, although t20 traveller looked intriguing
I steered him toward Mongoose Traveller v1 for the old-school CT feel, but with a lot more ATU opportunities because it also spun off Cepheus Engine which is in heavy active use/development. And... welcome! Another traveller of the Imperium is always a good sight... especially if they have a new job that needs doing and the shiny shiny coin to afford it ...
 

Outrider11us

New member
Forgot about the mongoose version, i did own it. Did my own sector, was influenced by Clarke and heinlein and later bablyon 5. I still tinker with it mostly as an exercise.
 

JohnnFour

Game Master
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Demonplague Author
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I'm looking at Cepheus. I have the big T5 book and that beckons me too!
 

Stephan Hornick

Community Goblin
Staff member
Wizard of Adventure
Faster Combatant
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Admittedly I have a significant apprehension about writing a module solely because I'm intimidated by the prospect of it being incomplete or lacking. That aside, I've kept a volume of notes and considerations over the years I've GMed various RPGs. That being said, I'd love to participate in this kind of discussion.

Something I'd like to throw out there, if I'm interpreting your description of structural frames correctly, is how I approached one of my biggest tv-drama pet peeves into reliable session model. Look at any number of old school crime or mystery dramas and you'll see painfully recycled themes of Intro-hook-suspect/redherring/mcguffin-investigate-lynchpin/pivot-conclusion. From a writer's perspective, it's boring as sin once you've pinned down the cycle (it killed Castle for me after a while) but translating that to game/session design has been a huge boon for me.

Diatribe aside, the takeaway I thought was worth sharing is the habit I've gotten into of making sure the players have a meaningful reason to start rolling dice early in the session. It's one of my nonnegotiable planning points per session. Much like your previously mentioned Harlequin template of "action by page 10," I always plan to enter sessions and scenes with something tested or revealed on a non pass/fail basis. This could be an active group perception check (5e) to determine whether they get one or all of a prepared list of details in the room. Alternatively, it could be the inconvenience of running into a random town's guard that takes a sudden interest in what they're doing, and who probes them for details with suspicion or passing interest depending on the group roll. Much like early action in a book, I find that nothing grabs my players attention like making them roll dice, especially if the result remains meaningful if the result is low. It brings them into the scene and the players suddenly have a numerical grasp of the context of the situation.

For how reliable this has been in my table top games, I'd love to hear what similar nodes, templates, or framework you are looking to delve into or refine.
Happy Birthday, Dough! I hope you have a wonderful day. I loved your war stories and I just can't not copy again your suggestion of how to make sessions instantly interesting as above. After reading it again now, it still holds a great impact with me. Thank you!
 
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