I've run two sessions of Classic Traveller in the past week, one in the gay beholder server and another at my home table. Instead of doing a big AAR for both I have the time to give the rough strokes of each session and some further takeaways from running CT.
The Party Who Would Be King
- They started out crash landed on a planet with their ship cracked in half and an air-raft.
- They go into the woods to find an animal to bring to the nearest village as a trophy of some sort.
- They find massive elephant sized creature and kill it, taking its bladed tentacles.
- On the way to their village their air-raft falls apart.
- The locals say those who hold the tentacles of the great beast are made king. So the Baron PC goes off to galavant.
- The crew sees a parked, unattended noble ship and investigate. The pilot is the only soul onboard and he's high AF.
- They try to get him to betray his master, he refuses.
- The king whips the growing crowd into a mob as another PC rigs the air raft to be a car bomb as a distraction.
- A clutch computer hack gets them in control of the ship and they take off towards civilization.
Breaking Rocks and the Bank
- The party are given a misison to infiltrate a planet and sabotage its only water source, a great underground reservoir.
- They pose as a travelling businessman and his entourage.
- On the ground they meet the head honcho who is really keen to listen to their plans to screw the government out of more taxes.
- They scrutinize the map of the mining town and find an old silo connected to the water recycling pipeline.
- They go to check it out and return the next day alone.
- A bomb is planted but an earthquake happens so they rush down another exit.
- They bump into a repair crew who they smooth talk into letting them go back to the main hub.
- Another earthquake and a piece of rubble hits one of the miners in the head, pulping it.
- It's not a series of earthquakes, it's the government come to collect what's due!
- They steal a helicopter and fly out of the city, narrowly avoiding being shot down by a ship.
Takeaways
Trust the game, trust its structure, trust yourself. Traveller isn't hard sci-fi, unless you want it to be. It isn't a combat sim, unless you want it to be. It isn't anything other than what you want to make of it! I haven't had a system that appealed to my needs as a referee as perfectly as Traveller does.
As an exercise in how true this is:
- Download this free edition of the 1981 Rules.
- Roll up a planet, write a few paragraphs about it.
- Roll up a character until you get one you like.
- Play the game by yourself!
- Spend each week living your life until you get a Patron encounter that appeals to you. Use your own instinct and the bit of prep you did to guide that solo game.
- Write down the places you go, the people you meet.
- Use that solo play as prep for a session on the same planet for your friends. You will feel how electric it can be. Don't get caught up in rules you don't understand/like, don't feel like you have to use everything; focus on what would make that place exciting to you.