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Classic Traveller - a dice-driven game
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<blockquote data-quote="chaochou" data-source="post: 7301957" data-attributes="member: 99817"><p>Couple of questions...</p><p></p><p>Classic Traveller is interesting in that a lot of outcomes are specifically defined in the book: roll this, if you get 8+, that specific thing happens. Like you mentioned looking for a patron. Spend a week hanging out, roll one die, on a 5 or 6 you find one.</p><p></p><p>Are your players aware of the specifics and are driving things by using these defined game mechanics to generate new content, or do you feel you're doing the heavy lifting? Or an equal share?</p><p></p><p>Also CT assumed, like a lot of games of the era, that the players either already knew how to roleplay (or would magically intuit it somehow from a game with no instructions). The 'how to play this game' text is pretty thin, borderline non-existent. I don't even remember a solid example of play, just creation of Commander Jamison.</p><p></p><p>So I felt it was hard game to run back in the early 80s: not mechanically, but because importing play assumptions from other games of the era (AD&D & Runequest) produced pretty terrible results. I guess you're 'filling in the blanks' somehow - but from which games or experiences? Not Rolemaster! But maybe Burning Wheel... or 4e? Any thoughts?</p></blockquote><p></p>
[QUOTE="chaochou, post: 7301957, member: 99817"] Couple of questions... Classic Traveller is interesting in that a lot of outcomes are specifically defined in the book: roll this, if you get 8+, that specific thing happens. Like you mentioned looking for a patron. Spend a week hanging out, roll one die, on a 5 or 6 you find one. Are your players aware of the specifics and are driving things by using these defined game mechanics to generate new content, or do you feel you're doing the heavy lifting? Or an equal share? Also CT assumed, like a lot of games of the era, that the players either already knew how to roleplay (or would magically intuit it somehow from a game with no instructions). The 'how to play this game' text is pretty thin, borderline non-existent. I don't even remember a solid example of play, just creation of Commander Jamison. So I felt it was hard game to run back in the early 80s: not mechanically, but because importing play assumptions from other games of the era (AD&D & Runequest) produced pretty terrible results. I guess you're 'filling in the blanks' somehow - but from which games or experiences? Not Rolemaster! But maybe Burning Wheel... or 4e? Any thoughts? [/QUOTE]
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