(I apologize for the use of jargon here, but I'm very tired right now, and I'd just like to communicate quickly.)
I've got a friend who has dreamed of running a Traveller game for twenty years. We rounded up some friends and gave it a go. But it's my friend's very first time GM'ing, and we ran into some rough patches, caused by my initial resistance to some GM-force.
I want to facilitate my friend's Dream Campaign, because I like it when my friends are happy. But I'm concerned, too, because my friend wants to do a very ambitious Illusionist game using a traditional system. I have played in very similar games with different GM's, and those games sucked for me, and I've got a lot of gamer-trauma associated with those styles of play.
I clearly need to alter my play style, and/or suggest some GM'ing techniques in a manner that won't bug my friend. I'd appreciate suggestions.
So - the basic idea of the campaign is something like this--and I am entirely projecting here because the GM hasn't really said what the campaign's about, we're just playing Traveller, but this seems to be the idea based on a few stray comments:
A long-term Space Opera game involving a group of good-hearted mercenaries engaging in counter-terror operations in a region of space with disproportionate strategic importance, with a lot of high-risk combat, and plenty of questions about who to trust, and what's really going on, and a lot of reference to the Big Unanswered Questions of the Traveller setting.
In play and discussion,
* The GM is very clear that there are mysteries & conspiracies in this game, and we might not solve any of them, or even learn that they exist.
* There's a GM-PC character, whom I foolishly alienated before realizing he was a GM-PC, leading to some tension at the table
* There are some pseudo choices, of the, "Do you do X? No? Okay, nothing happens until you do X" type
* There's a script worked out in advance, and the GM will reveal it to us as we move through it
* The appeal of the game for the players, as far as I can determine, is all about Sim exploration of Setting
This is very much not the style of play I'm used to; in some ways, it's the kind of play I've been trying very hard to avoid; but I want to figure out how to make it work for me.
Maybe the first question is: in Sim play, one of the big things is celebrating genre conventions. The thing is, I don't know jack about Traveller. What's some of the stuff I can do to make the distinctive elements of Traveller really sizzle as a player? My guy is a very seedy wetware surgeon disgraced after a series of unethical experiments on terminally ill patients, now acting as an itinerant gene-splicer and smuggler of bio-contraband one step ahead of the law -- so anything that directly relates to this, or some piece of the setting that I can weave into my play, would be a huge help.
The second question is: how do I learn to love the GM-PC?
The third question is: I know there's a lot of discussion about converting Illusionism into Participationism on the Forge, but it is very long and kinda fumbly as people are working out the meaning of the terms and whatnot. Does anyone have a concrete list about how to address that stuff?