Ovinomancer
No flips for you!
That that was your next post to the I responded to. You know, the one I didn't respond to.What part of "I think I'm done with this" was unclear?
That that was your next post to the I responded to. You know, the one I didn't respond to.What part of "I think I'm done with this" was unclear?
No problem with kph - they're listed, as well as the duration the engines will run before needing a recharge from a ship's power plant.Well, with the old style pseudo-simulationist games, that was always based on the assumption the GM knew how far away it was and the speed of the vehicle per day, and voila (if, instead, you're saying OT didn't have speed-per-day listed for vehicles, I'm a little startled; skipping things like that is something I find pretty common in modern games (even ones where it might be relevant like post-apocalypse games), but I'm not used to it with games of that era).
That that was your next post to the I responded to. You know, the one I didn't respond to.
No problem with kph - they're listed, as well as the duration the engines will run before needing a recharge from a ship's power plant.
No, the issue is that the assumption about the GM knowing how far away it is (i) just reinforces that this is the GM making stuff up, particularly because (ii) in a game premised on travelling from world to world it's inconceivable that maps will be drawn in advance.
I was disappointed, because in so many ways Classic Traveller is a modern system (eg its Streetwise skill anticipates, in outline, BW's Circles rules by more than 25 years; the rules for manoeuvring in a vacc suit anticipate the AW soft-move/hard-move sequence beautifully; I'm happy to give more examples if asked) and has the resources to handle the gameplay situations that it throws up. Onworld exploration has really been the only aspect of play where I feel I've been let down. (And again, to be clear, by "let down" I don't mean anything more than "It's not better than the other systems of its era that I don't find very satisfactory given that better is possible".)
In pretty much any game that has a meaningful GM role what happens next in the fiction in any given moment is going to be dependent on judgements made by the GM. The interesting thing to me is not where authority enters the picture, but where accountability does. At what point does it become alright for one of the other participants to cry foul or voice concerns about the GM's exercise of their authority.
In pretty much any area of life when we invest someone with a measure of authority it's not carte blanche to do with what they wish, but rather to achieve some purpose or goal. So at what point can we say "That's messed up."?
Anytime in my view, but one likely gets a better response if it's done privately (perhaps after the game or during a break).In pretty much any game that has a meaningful GM role what happens next in the fiction in any given moment is going to be dependent on judgements made by the GM. The interesting thing to me is not where authority enters the picture, but where accountability does. At what point does it become alright for one of the other participants to cry foul or voice concerns about the GM's exercise of their authority.
In pretty much any area of life when we invest someone with a measure of authority it's not carte blanche to do with what they wish, but rather to achieve some purpose or goal. So at what point can we say "That's messed up."?
Anytime in my view, but one likely gets a better response if it's done privately (perhaps after the game or during a break).
Then fix them right away.Its the ideal, but as I've noted before, sometimes problems need to be fixed right away, not when they've had time to create ripples.