Session 57 was all roleplaying and no combat. Well, their was “mental combat” as the team convinced a would-be starliner highjacker to call off her plans. There could have been some action and violence had they not taken action to talk to her, which was a very real possibility and I was ready.
The group comes up with a lot of good ideas. Inventive uses of their skills. They have learned to see their skills in the “big” way they are meant to be seen. When we first starting playing this campaign in 2018 the guys had never played the game. They were all very experienced roleplayers, but Traveller is different. With a little subtle coaching from me and a lot of their own intelligence and creativity they have really figured out what makes Traveller, especially Classic Traveller, tick. And frankly so have I.
Traveller isn’t a game with a lot of rules that can be exploited by clever players with high “system mastery.” What I’ve learned over the last 8 years is that it’s really about using your resources, coming up with good ideas, roleplaying the hell out of some situations, and embracing the notion that your character is a normal human with good skills, who is maybe a bit above average, not a superhero. So I think players have to learn to appreciate it for what it is. I think it makes better roleplayers.
So this last session kinda wrapped up (for now, at least) SAFCO’s involvement in the plight of the Pachyderms of Uetonah which started in April of 2019. It was fun to come back to that world, years later in real-world time, and develop things further.
There’s a lot more going on in the systems SAFCO has visited and with the people they’ve met thus far. I have planted dozens of seeds of adventure over the years. We are taking next week off the game to give me a little chance to recover from lots of GMing and to work on encounters and ideas for future sessions, which will of course all depend on the actions of the players in this sandbox we’ve created together.