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T20 Traveller - The Kursis Charter (complete Aug 8th 2005)
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<blockquote data-quote="Morte" data-source="post: 1810990" data-attributes="member: 9413"><p>Not really -- Broccoli_Head's SH seems to have faded away (and mine, um, ah...). You could check out <a href="http://www.freelancetraveller.com/features/stories/index.html" target="_blank">Raconteur's Rest</a></p><p></p><p></p><p></p><p>They're about the same.</p><p></p><p>The main reason to play T20 is it's D20 -- if you already know/have D20, or the people you inted to play with do, then you need a pretty good reason to go elsewhere. Also, it's the most complete line from the view of a player/GM -- they have a setting book which is actually in print, and some adventures, and some vehicle books and so on.</p><p></p><p>GURPS is a bigger-yet-cleaner ruleset, but GURPS is an old Texan dialect word for "you need twice as many books as you thought you did and at least one is out of print". Also GURPS trade is realistic, i.e. it forces ships to move on as fast as they can and keep the cargo turning over or go broke, whereas T20 and CT have completely arbitrary and unrealistic "it takes a week on planet to find cargo" rules that work better in actual play. There are some lovely books for GURPS but they seem to be meant more for collectors (who are the majority of the Trav market) than gamers.</p><p></p><p>I wouldn't touch pure CT -- "roll over 8 and consult a two page list of modifiers" etc -- and I don't know anyone who does. They plug in the DGP task system, and use some house rule from a 1981 magazine to get around book 4 producing characters twice as powerful as book 2, and so on and so forth. It's OK if you've been playing 20+ years and finalised your last house rule in 1988, or you can get someone like that to sort it out for you. But I wouldn't try to play using the CT reprints currently available.</p><p></p><p>Megatraveller is not bad at all, it's pretty much a tidied up CT. When I started my T20 game it was only available on eBay and rather rare/expensive so I ruled it out, but there are PDFs from DTRPG now. If you're OK with PDFs it's a good option.</p><p></p><p></p><p></p><p>They had free PDF "lite rules" and a free PDF adventure (the one you're reading, but it's no longer free). Nobody else did. Also I prefer PDFs to paper, and T20 is the most PDF-oriented line.</p><p></p><p></p><p></p><p>I'd play whichever I could get other people to play, frankly. I've GMd and played all of the rules above, I think they're about the same, i.e. all are usable and none are great. Pick what your group likes, or your game store stocks, or whatever you can get a discount on.</p></blockquote><p></p>
[QUOTE="Morte, post: 1810990, member: 9413"] Not really -- Broccoli_Head's SH seems to have faded away (and mine, um, ah...). You could check out [URL=http://www.freelancetraveller.com/features/stories/index.html]Raconteur's Rest[/URL] They're about the same. The main reason to play T20 is it's D20 -- if you already know/have D20, or the people you inted to play with do, then you need a pretty good reason to go elsewhere. Also, it's the most complete line from the view of a player/GM -- they have a setting book which is actually in print, and some adventures, and some vehicle books and so on. GURPS is a bigger-yet-cleaner ruleset, but GURPS is an old Texan dialect word for "you need twice as many books as you thought you did and at least one is out of print". Also GURPS trade is realistic, i.e. it forces ships to move on as fast as they can and keep the cargo turning over or go broke, whereas T20 and CT have completely arbitrary and unrealistic "it takes a week on planet to find cargo" rules that work better in actual play. There are some lovely books for GURPS but they seem to be meant more for collectors (who are the majority of the Trav market) than gamers. I wouldn't touch pure CT -- "roll over 8 and consult a two page list of modifiers" etc -- and I don't know anyone who does. They plug in the DGP task system, and use some house rule from a 1981 magazine to get around book 4 producing characters twice as powerful as book 2, and so on and so forth. It's OK if you've been playing 20+ years and finalised your last house rule in 1988, or you can get someone like that to sort it out for you. But I wouldn't try to play using the CT reprints currently available. Megatraveller is not bad at all, it's pretty much a tidied up CT. When I started my T20 game it was only available on eBay and rather rare/expensive so I ruled it out, but there are PDFs from DTRPG now. If you're OK with PDFs it's a good option. They had free PDF "lite rules" and a free PDF adventure (the one you're reading, but it's no longer free). Nobody else did. Also I prefer PDFs to paper, and T20 is the most PDF-oriented line. I'd play whichever I could get other people to play, frankly. I've GMd and played all of the rules above, I think they're about the same, i.e. all are usable and none are great. Pick what your group likes, or your game store stocks, or whatever you can get a discount on. [/QUOTE]
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