I ran my Traveller game about two weeks ago. This is the group with the poorly behaved player.
I couldn't believe how well it went.
As the game neared, I wanted nothing to do with it. You DMs will know that this is the worst spot you can be in. If you can't sell the game, no one will buy it. My first thought was to run a pre-written adventure. The great thing about running a 50-year-old game is that there's an abundance of quality material. When I began reviewing my notes from session zero, I remembered that I had prepped a mini-adventure for the end of the night. Session zero went on
way too long, so I shelved it. Rather than half-assing a pre-written module, I decided to pad out what I had originally written to fill three hours.
I took massive inspiration from
@docsilence. Instead of yada yadaing the small details (or skipping them altogether), I luxuriated in them. In Traveller character creation, the players simulate their careers to the point that they want to begin adventuring. Part of that is connecting themselves to their fellow players through life events so they join the crew organically.
I kicked things off in a bar where they met up for the first time (while they had some prior relationships, they didn't know every traveler on the ship). From there, I sent them to a bank to 1) explain how they came across the ship (ostensibly, they stole it, so I knew this would make for good RP), 2) name their ship, and 3) sign the mortgage paperwork. I shamelessly stole my in-universe bank from Joe Abercrombie's First Law series. My bank
is the banking house of Valint & Balk by another name. Expressing—as a nasally bureaucrat—that the bank was not to be trifled with was some of the most fun I've had RPing.
To my utter shock, the players responded with the single best RP I've ever seen. The two party "leaders" had a sidebar just out of earshot of my nasally bank teller, while two others made small talk with me. The face of the group, a self-obsessed celebrity, fretted over how they'd pay the ship's mortgage while the other leader, a morally compromised shoot-first corporate agent (the bad player), talked him down. I was crying laughing. Incredibly meta to watch a player
argue against adventuring in an adventure game.
I finished it off with a bounty. The bank asked the players to hunt down a ship that had forgone its mortgage payments.
I took a couple of big lessons from the session:
1) Group dynamics matter. While the bad player never fit in with two different groups of do-gooders, he's perfectly suited for a group of morally ambiguous space outlaws. In a group like this, being a rogue or a wildcard isn't out of place, or even a bad thing. The big question is whether his good behavior can continue. Is he going to say some shit that sends me off the deep end? Almost definitely yes.
2) Changing the game cadence changes the game
entirely. If I wanted to run the game, I would've run my standard fare. I would've started them on the ship with an adventure hook. We would've gone from A to B to C without taking a breath. Like alt's group, if I don't keep my players in line, either we'll get nothing done or they'll yap for three hours. I'm undecided about smaller, more focused sessions, but running one was eye-opening.
Do we have a name for doc's style? I don't know that it's fair to call them smaller. We did
a lot in today's session, but it took place in three or four longer scenes instead of my usual eight or 10 shorter ones. It's less ADHD.
In any case, the good news about the Traveller game is that I found a second wind. If the players are going to take it seriously, I will too.