On 18 May 2015, at 21:48, Knapp <magick.crow@gmail.com> wrote:

On Mon, May 18, 2015 at 10:41 PM, Kelly St. Clair <kellys@efn.org> wrote:
On 5/18/2015 1:35 PM, Knapp wrote:
What is the moral to the story? What do you guys think are typical
Traveller morals that you have read or played? Which ones make the best
stories or games? Why?

Much like Shadowrun (its spiritual successor in many ways), most adventures start in a startown bar with a patron asking the PCs to do something shady if not outright criminal.


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Kelly St. Clair

Ya, but how is that a moral of a story? Perhaps the team learns not to do shady things? 

Moral 1: make a plan and stick to it, so people know what they are trying to achieve when things go wrong.

Moral 2: things go wrong, it doesn't mean that you forget the plan.

Moral 3: when somebody says "don't worry, I'll handle that" you need to ask "how?", even if just so that when the big explosion occurs, you get an extra half second to act.

Moral 4: sometimes the plan isn't working. Then you need a new plan. You probably need to disengage first.

Moral 5: "amateurs study tactics, professionals study logistics" - rubbish, you can send anyone shopping; concentrate on training, morale and making sure everyone knows their part in the plan.