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The idea of a shared fiction is pretty clearly there in the 1982 text, and of RPG play having some fairly intimate connection to creating or participating in a story.
What have you got in mind?Traveller seems to be a pretty dfair example of got how inadequate the Forge theory labels are
Like [MENTION=463]S'mon[/MENTION], I've tended to find Traveller a challenging game to play and run. (Though very easy to build PCs for!)
I think that (a) and (b) may have been expected to interact to a high degree - ie the patron missions weren't pre-generated, and would send you off on something of a hex-crawl.I guess now that I understand sandboxing a bit better these days I might be able to make Classic Traveller work. The big issue I found was that it seemed to be two different games:
(a) What these days we'd call a hexcrawl sandbox across the galaxy, wonderfully reproduced in the 1980s computer game 'Elite'
(b) A mission-of-the-week game where Patrons sit in Starports and hire you to do pre-detailed adventures.
I agree with this diagnosis. It's a bit bland. The stakes never really seem to reach even Star Trek weekly TV levels, let alone Star Wars levels.as an adventure-of-the-week game it looks a bit bland.
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One problem I see with Traveller sandboxing is that it seems to be "all Sim, no Gamism" - no XP to advance your PCs; not even a clear link between money and power since there isn't really gear or magic items that unlocks at particular wealth levels. You're expected to pretty much stick with the merchant ship you began with and your income goes to paying off the mortgage, ie you adventure just to maintain the status quo!
I think that some of the ways that Burning Wheel approaches this sort of ultra-gritty, adventure-just-to-keep-heads-above-water style of game might be applicable to Traveller. In lieu of XP, you'd want some sort of character trait/relationship driven meta-game currency.
Yeah, this pretty much wholly debunks [MENTION=3192]howandwhy99[/MENTION]'s ongoing theories.
The only real defense against this would be to say, "The creator of Traveller was wrong, and didn't know what he was doing, and anyone who listens to him or gives any credence to what he says is just as wrong."
FYI, D&D is designed based upon wargaming theory from the 60s and early 70s. All of which has clearly been expunged from the hobby and none of which you could ever find in the Big Model. That model isn't even about games, but collaborative storytelling.I am not sure where [MENTION=3192]howandwhy99[/MENTION] got his basic definition of words, since it contradicts both dictionaries and the definitions provides by all of the founders of the hobby?
Unless he wants to argue that Gary Gygax, Dave Arneson and Marc Miller were Marxist theorists working to undermine the norms of "gamer culture."
FYI, D&D is designed based upon wargaming theory from the 60s and early 70s. All of which has clearly been expunged from the hobby and none of which you could ever find in the Big Model. That model isn't even about games, but collaborative storytelling.