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<blockquote data-quote="GuardianLurker" data-source="post: 9286728" data-attributes="member: 786"><p>[USER=6906155]@Paul Farquhar[/USER] : These days a better take for Traveller would probably be "Think of Firefly crossed with the Expanse". If you have really active SciFi readers, you might try "The Liaden Universe would work well as a Traveller Campaign. So would Cherryh's Downbelow Station."</p><p></p><p></p><p></p><p>So if you have a longstanding group where everyone's already played with/knows another, starting them all in the same village/unit works well. It needs to be reasonably small, so that everyone's character can be expected to know each other, at least in passing. If it's a city, you'd want to restrict things to the same neighborhood. This is what I used for my current campaign.</p><p></p><p>But if you have a new group, one of the best options for actual IC relations is something I cribbed from Diaspora (but I think has a wider heritage) that can be called "round-robin character histories". Each player picks another player to be connected to their childhood/apprenticeship/etc., and another to be connected to the "start of their career", one of those is a success, one is a "compilcation/failure". No player character can play the same role for two different players. I'd also recommend have each character provide an open "hook" for late arrivals.</p><p></p><p>A third option would be a technique I saw on this board, and will be using for my next campaign. It's aimed at a slightly different kind of player than the previous one, and works best if you're setting up a new homebrew campaign. Using Pathfinder terminology, and picking guaranteed choices as GM, let each player pick an Ancestry. Then let each player pick a Heritage for their chosen Ancestry, and for one other Ancestry. Then late each player pick some Backgrounds. Do the same for Classes and Archetypes/Subclasses. You may even want to extend things into variant rules. You might want to provide a "group choice" (or set of), instead of (or in addition to) the per-player choices. You can vary the ratios and picks but you want to encourage the players to make horsetrades with other players and you about their choices. At the very least it's a good wy to get them involved in the campaign if not with each other's characters.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 9286728, member: 786"] [USER=6906155]@Paul Farquhar[/USER] : These days a better take for Traveller would probably be "Think of Firefly crossed with the Expanse". If you have really active SciFi readers, you might try "The Liaden Universe would work well as a Traveller Campaign. So would Cherryh's Downbelow Station." So if you have a longstanding group where everyone's already played with/knows another, starting them all in the same village/unit works well. It needs to be reasonably small, so that everyone's character can be expected to know each other, at least in passing. If it's a city, you'd want to restrict things to the same neighborhood. This is what I used for my current campaign. But if you have a new group, one of the best options for actual IC relations is something I cribbed from Diaspora (but I think has a wider heritage) that can be called "round-robin character histories". Each player picks another player to be connected to their childhood/apprenticeship/etc., and another to be connected to the "start of their career", one of those is a success, one is a "compilcation/failure". No player character can play the same role for two different players. I'd also recommend have each character provide an open "hook" for late arrivals. A third option would be a technique I saw on this board, and will be using for my next campaign. It's aimed at a slightly different kind of player than the previous one, and works best if you're setting up a new homebrew campaign. Using Pathfinder terminology, and picking guaranteed choices as GM, let each player pick an Ancestry. Then let each player pick a Heritage for their chosen Ancestry, and for one other Ancestry. Then late each player pick some Backgrounds. Do the same for Classes and Archetypes/Subclasses. You may even want to extend things into variant rules. You might want to provide a "group choice" (or set of), instead of (or in addition to) the per-player choices. You can vary the ratios and picks but you want to encourage the players to make horsetrades with other players and you about their choices. At the very least it's a good wy to get them involved in the campaign if not with each other's characters. [/QUOTE]
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