Traveller General

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Yep the mongoose forum has a player locator thread. check the latest post and see if there's anyone in your area!

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Is the book any good?

So in the game I'm running, the players have managed to get stuck on a TL6 world in the middle of a world war. Their ship has been impounded by a neutral power, so they've stolen a flying boat (think PBY Catalina) and are trying to make enough money to pay the fine. Other than getting them outright killed, I could use some suggestions for obstacles. Help?

>open up Fate of the the Kinunir to give it a read
>get one page in
>pause to look up something in the Traveller Integrated Timeline

>four hours later I'm still reading the Timeline and following it to articles about the Third Imperium
>Still on page 1 of FotK

At this rate it'll take me about 400 hours of reading to finish this book .

hey Veeky Forums do you use some form of DM screen or SM notes? Or just shuffle trough rulebook during play? I'm prepping for my first traveller game and searching for DM screens online were fruitless. I want to play mong 2e specifically.

Oh, and if someone got their hands on High Guard for 2e, please feel free to share!

Man, you've basically got World War II going on, I'd bust out the Casablanca references.

Or maybe give the party offers to be hired as agents to screw with one side or the other. That would likely get them in more trouble with the neutral power, but could be lucrative.
(Also you get to offer them missions to disrupt the enemy morale and cause them to waste resources reacting to the spies, which is great fun. I'd crib ideas straight out of Eric Frank Russell's classic SF espionage novel Wasp.)

Appreciated. It looks as if some of the players are picking sides, so there's that too.