A Traveller Campaign: DM ADD
The sandbox co-DMed Castles and Crusades game continues. With school I'm not there every week, but the game goes on. I'm also playing in a bi-weekly Hackmaster game, thankfully not DMing on that one. But a buddy bugged me about running a Traveller game. What the hell? Why would he do that to me? Not that I've never done that to him (twice, for the record). But then I couldn't get it out of my head until I'd written 3 pages on it. Here's the first, the overall setting "What has the Galaxy gone up to now?" If I get around to it, I've got campaign assumptions, and a page on initial location and characters and a bit on some initial hooks. The big question: does this make you want to get out 2d6 and a sheet of paper and roll for survival? Or yawn at all the tropes? * The Directorate is over. It’s done. Its fuel tanks are empty and its lost and adrift. Ain’t no refueling this sucker. It wasn’t the Free Fed...