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<blockquote data-quote="Ariosto" data-source="post: 5553864" data-attributes="member: 80487"><p>The star-hopping is really -- as in "Star Trek" -- a convenient framing device for all sorts of situations. I think GDW early on bruited the rules set's flexible potential. Back before GURPS, it was the prime candidate mentioned in a magazine article about adventures crossing alternate universes/ time lines. My friends and I have used it for a number of things, including Cold War spy capers. FASA's <em>Behind Enemy Lines</em> had WW2 commandos using a very similar system. The <em>Thieves World</em> boxed set included suggestions for using Traveller for sword-and-sorcery adventures. </p><p></p><p>The gradually revealed "house setting", though, was very popular. With <em>MegaTraveller</em>, the line became pretty officially "the Third Imperium (or successors) game".</p><p></p><p>I like that Mongoose has gone back toward the original concept, with a number of licensed settings showing the game's versatility.</p><p></p><p>I also have <em>Traveller: The New Era</em>, which looks a bit more involved. I'm not sure whether I'll be running any Trav regularly the second half of this year (demand for SF being far from as high as for "the standard fantasy thing"), but I am tempted to give TNE a try.</p><p></p><p>I would guess that some people spending a lot of time "not playing" are actually playing a lot some of the "sub games" included, such as rolling up characters and worlds, making aliens, and building space ships.</p><p></p><p>What will really keep you on your toes is players who insist on courting misjump.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5553864, member: 80487"] The star-hopping is really -- as in "Star Trek" -- a convenient framing device for all sorts of situations. I think GDW early on bruited the rules set's flexible potential. Back before GURPS, it was the prime candidate mentioned in a magazine article about adventures crossing alternate universes/ time lines. My friends and I have used it for a number of things, including Cold War spy capers. FASA's [I]Behind Enemy Lines[/I] had WW2 commandos using a very similar system. The [I]Thieves World[/I] boxed set included suggestions for using Traveller for sword-and-sorcery adventures. The gradually revealed "house setting", though, was very popular. With [I]MegaTraveller[/I], the line became pretty officially "the Third Imperium (or successors) game". I like that Mongoose has gone back toward the original concept, with a number of licensed settings showing the game's versatility. I also have [I]Traveller: The New Era[/I], which looks a bit more involved. I'm not sure whether I'll be running any Trav regularly the second half of this year (demand for SF being far from as high as for "the standard fantasy thing"), but I am tempted to give TNE a try. I would guess that some people spending a lot of time "not playing" are actually playing a lot some of the "sub games" included, such as rolling up characters and worlds, making aliens, and building space ships. What will really keep you on your toes is players who insist on courting misjump. [/QUOTE]
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