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    Dragon Reflections #52

    We managed some D&D campaigns that would run up to 12-15 months (and sometimes the 3-4 month ones were done at a very high frequency so had about the same amount of time involved. But a lot of the products of the time were short campaigns of a month or two (Traveller, Star Frontiers/Knight...
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    Payn's Ponderings Traveller Editions

    15 low berths or am I not reading that right? Just running cold sleep passengers?
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    Payn's Ponderings Traveller Editions

    <double post, removed>
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    Payn's Ponderings Traveller Editions

    Don was a wonderful fellow from my limited encounters with him online. His loss was very sad. I helped with some of the MT Errata identification and resolutions. R.I.P. Don.
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    Payn's Ponderings Traveller Editions

    An excellent summary, but I expect that from Aramis. I started on the original release of some of the 1977 stuff and then got the Deluxe boxed set when it first came out and became a completeist (everything from GDW, Judges Guild, Comstar, Imperium Games, GURPS Traveller, Mongoose 1st edition...
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    How important is "realism"?

    Agree with what you said on all counts. And particularly that hard science games are hard to make realistic even with a few mcguffins because any form of spaceflight is complex and issues like fuel and how two bodies struggle to meet one another in space within the limits of fuel and momentum...
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    How important is "realism"?

    But you obviously recognize that this is your personal preference? That is neither better or worse than mine. I think it benefits the game to have the GM and the players understanding the same things about sources of power and effects in the game. It promotes common understandings of how...
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    How important is "realism"?

    And the lawful good cleric wants to be sucking the life force out of others? It's not that one cannot use their imagination, but if I use mine, the GM uses his, the other players use theirs, and none of us are on the same page because the rules themselves don't do a sufficient job, there's a...
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    How important is "realism"?

    I wasn't intending to Edition War but by that argument, you can't really discuss any mechanic out of any version of the game because they all have a home in some edition. I simply identified a mechanic I found in play in 4E that did not make sense to me and which the explanation for it was...
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    How important is "realism"?

    You realize that's as much a person opinion and thus not really arguable usefully than any claims that there isn't enough realism? The only argument can really be made around what more or less attempts to realism facilitate within the game and that usually revolves around constancy and...
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    How important is "realism"?

    Probably explains why his books took so long to come out ;)
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    How important is "realism"?

    Ultimately, I've played D&D since the days where the DMG hadn't come out yet. I've never found such a boring, flavourless version than 4E. Everyone had at wills, per encounter, and per day powers and most of the modules boiled down to grinding through encounters as tactical puzzles. The group I...
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    How important is "realism"?

    I'm going to separate verisimilitude (a believability within a fictional setting), constancy (the physical and other 'rules of the world' are interpreted consistently within the game rules and the GM's sessions), and realism (some sort of notion of what things would be in the real world outside...
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    D&D 5E Assaying rules for 5E E6 (Revised)

    When I was running Stargate SG-21 (a D20 based off Spycraft), I figured out all the curves used for the various levels so the characters could multi-class better. It was a bit of a calculational effort for a time, but once I was done, it was straightforward in use. I get the notion that the less...
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    D&D 5E Assaying rules for 5E E6 (Revised)

    I'm thinking to look to the same idea, but possibly cap at L9 or L10. I get the point of the demi-levels and some of the other things you've called out, and some seem workable, but overall it doesn't reach the simplicity of the original E6 to me. Not saying I have the answer as I just started...
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    Worlds of Design: Creativity and the Game Designer

    My few complaints or mechanical issues with CT are: Per-task, very variable modifiers. It makes every task a look up (if you care about consistency or accuracy to what the book says). It's a modifier salad. And what bonuses and bonus levels are not very uniform. The engine package system and...
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    Worlds of Design: Creativity and the Game Designer

    I have found a bit the opposite. Players get very frustrated when the die from random dice in a minor fracas. Nobody likes to die (I like it more than most.... enjoy the new character creation.....) but to die accomplishing something important gives a death meaning. To die just because the dice...
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    Worlds of Design: Creativity and the Game Designer

    To me, Traveller (early years) felt like a D&D 'sandbox' game. There were adventures, but there was no long adventure path, the adventures were not so heavily adapted to one place and could often be moved into a personal universe easily enough, and there was a lot of room for player direction...
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    D&D 3E/3.5 Multiclassing in D&D 3rd Edition

    Really, if it makes you and your group happy, that's the main thing. I fit doesn't, you can change it again (I've done that in the distant past a lot). I'm all in favour of the creativity people have and if they find something in the rules needs changed for them, then I think it is great that...
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    Worlds of Design: Creativity and the Game Designer

    Is that a hardcover of Classic or is that T5 or what? I'm a completist from back the early 1980s. I have CT, MT, Hard Times, TNE, Mgt 1.0, Gurps Traveller... pretty much as all of them as you can get (PDF and hardcopy.... I used to hunt down rarer boxed games and small press third party...
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