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Adventure In The Far Future With Traveller Second Edition
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<blockquote data-quote="Derren" data-source="post: 7737457" data-attributes="member: 2518"><p>What new players often find confusing and disappointing is that there is not much of progression for the characters. In Traveller you usually start as experienced people who usually have already lived quite a life, depending on how many terms you take (which depending on the version you play can be quite risky). Firefly does compare rather well to how a Traveller group usually looks like.</p><p>Advancement in the setting is mostly done by gear, especially the higher tech ones. That can take some time to get used to, especially when you tended to hand out equipment rather freely in other games.</p><p></p><p>Another thing is that in the default rules you do not have much control over character creation.</p><p>You roll the stats and then decide which job you want to take. If you qualify and even which skills you learn from it is all in the hands of the dice. So yeah, you might have this cool idea for a character, but you don't necessarily get to play it unless the dice or the DM is kind (Mongoose also has an alternate point buy system. Not sure if Classic has them).</p><p>Oh and in Classic, your character can die during character creation.</p><p></p><p>Another thing that might seem strange at first is that the default FTL method in Traveller is not conforming to the current sci-fi pulp (although that is of course easily houseruled and Mongoose also has alternate stats for hyperdrives, think star trek, already).</p><p>In default Traveller every jump between systems takes a full week in which the ship is completely cut of from the rest of the universe (its in its own pocket universe). The difference in drives is how far the ship gets in one week. This mode of propulsion means that some plot hooks are impossible but also means that, together with no FTL communication, that every system is its own little island and news travels slowly.</p></blockquote><p></p>
[QUOTE="Derren, post: 7737457, member: 2518"] What new players often find confusing and disappointing is that there is not much of progression for the characters. In Traveller you usually start as experienced people who usually have already lived quite a life, depending on how many terms you take (which depending on the version you play can be quite risky). Firefly does compare rather well to how a Traveller group usually looks like. Advancement in the setting is mostly done by gear, especially the higher tech ones. That can take some time to get used to, especially when you tended to hand out equipment rather freely in other games. Another thing is that in the default rules you do not have much control over character creation. You roll the stats and then decide which job you want to take. If you qualify and even which skills you learn from it is all in the hands of the dice. So yeah, you might have this cool idea for a character, but you don't necessarily get to play it unless the dice or the DM is kind (Mongoose also has an alternate point buy system. Not sure if Classic has them). Oh and in Classic, your character can die during character creation. Another thing that might seem strange at first is that the default FTL method in Traveller is not conforming to the current sci-fi pulp (although that is of course easily houseruled and Mongoose also has alternate stats for hyperdrives, think star trek, already). In default Traveller every jump between systems takes a full week in which the ship is completely cut of from the rest of the universe (its in its own pocket universe). The difference in drives is how far the ship gets in one week. This mode of propulsion means that some plot hooks are impossible but also means that, together with no FTL communication, that every system is its own little island and news travels slowly. [/QUOTE]
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