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Can you tell me more about Traveller? (Forked Thread: Space RPGs?)
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<blockquote data-quote="Woas" data-source="post: 4476787" data-attributes="member: 16317"><p>Thank you thank you! That was a wonderful summary. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>Seems like a lot of great tools for the GM in the book. When you sit down for an evening to play Traveller, how much book work (random content generating) is present at the table?</p><p>I assume any good GM worth their keep would do as much prep work before the game as possible. But lets say during the game, the players decide to Zig while you had planned for a Zag. Does the game grind to a uncomfortable stop as the GM brings out the book, rolls dice and flips through pages and checks random tables? Or is this a relatively painless process? I ask because in the end the motley crew I game with, along with myself enjoy fast, rules-lite games with little 'table' book work (that is, while we are there at the table during the game).</p><p></p><p>What about character growth in Traveller? Is there any at all? Or are those relatively static? Is it the money, new gadgets and ship gear the replacement incentive?</p><p></p><p>What I mean with the sand-box style game is that from what I am gathering, Traveller does not seem to have much of an agenda in terms of gameplay. I guess the fact that the rules are set up for a GM to generate an entire plot of a galaxy complete with planets and aliens to explore, there seems a notion that players could get easily 'distracted' unless there was a pretty obvious set goal. But then again, maybe that's Ok to do in a Traveller game. </p><p>This of course is coming from someone without any prior knowledge of the game so it may just be self conceived issues I am developing in my head as I imagine my friends and self playing the game.</p><p></p><p>Thanks again!</p></blockquote><p></p>
[QUOTE="Woas, post: 4476787, member: 16317"] Thank you thank you! That was a wonderful summary. :cool: Seems like a lot of great tools for the GM in the book. When you sit down for an evening to play Traveller, how much book work (random content generating) is present at the table? I assume any good GM worth their keep would do as much prep work before the game as possible. But lets say during the game, the players decide to Zig while you had planned for a Zag. Does the game grind to a uncomfortable stop as the GM brings out the book, rolls dice and flips through pages and checks random tables? Or is this a relatively painless process? I ask because in the end the motley crew I game with, along with myself enjoy fast, rules-lite games with little 'table' book work (that is, while we are there at the table during the game). What about character growth in Traveller? Is there any at all? Or are those relatively static? Is it the money, new gadgets and ship gear the replacement incentive? What I mean with the sand-box style game is that from what I am gathering, Traveller does not seem to have much of an agenda in terms of gameplay. I guess the fact that the rules are set up for a GM to generate an entire plot of a galaxy complete with planets and aliens to explore, there seems a notion that players could get easily 'distracted' unless there was a pretty obvious set goal. But then again, maybe that's Ok to do in a Traveller game. This of course is coming from someone without any prior knowledge of the game so it may just be self conceived issues I am developing in my head as I imagine my friends and self playing the game. Thanks again! [/QUOTE]
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