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Classic Traveller - session report with reflections on the system [long]
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<blockquote data-quote="TwoSix" data-source="post: 7235481" data-attributes="member: 205"><p>Couldn't say for sure, the various versions of Traveller are mostly opaque to me. I'll ask my friend at our next session.</p><p></p><p></p><p><a href="http://www.drivethrurpg.com/product/113405/Beyond-the-Wall-and-Other-Adventures" target="_blank">http://www.drivethrurpg.com/product/113405/Beyond-the-Wall-and-Other-Adventures</a></p><p></p><p>The basic premise is that all the characters are young people from your typical bucolic medieval village. The inspirations are some of the more classic YA adventure series, like Earthsea, Prydain, and the Dark is Rising. </p><p></p><p>The core of the game is basic OSR (6 stats, d20 for attacks, checks, and saves, etc.). Each player picks a playbook, which is based around a village trope, like the Woodsman, the Witch's Apprentice, the New Watchman, or the Village Hero. Each playbook has 6 or 7 tables, where you randomly to answer questions about your backstory, and which also grant you stat bonuses, skills, and class features.</p><p></p><p>For example, one of the questions in the Young Woodsman playbook is "What did you find in the woods that no one knows about?". Then you roll a d6. If you get a 4, the answer is "An odd friend who knows older roads than you," and you gain +2 Cha and a "strange ally who often remains unseen." Or you roll a 5, and the answer is "Some strange ruins built of foreign stones, long abandoned, but recently reclaimed," which also grants you a +2 Con and a "piece of an ancient marble statue."</p><p></p><p>One of the best features is that one of the questions in the playbook specifically asks a question involving the PC as well as another character, giving the two characters a shared history (and also grants the second character a stat bonus). </p><p></p><p>The base game has playbooks for standard "young villager" concepts, but the (free!) expansion packs also feature playbooks for children of nobility, elves, dwarves, halflings, and mentor characters (who start at level 2). </p><p></p><p>Magic is also different than standard Vancian. Mages can cast one spell per level per day, of whatever spells they know. They also learn cantrips, which can be cast at-will, but require a check. If the check fails, then there is either a misfire (where the DM and player are encouraged to improvise, based on the cantrip), or the mage loses the ability to cast magic until they rest. Rituals are more powerful magic, but require a long casting time and the gathering (and often expenditure) of specific material components.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7235481, member: 205"] Couldn't say for sure, the various versions of Traveller are mostly opaque to me. I'll ask my friend at our next session. [url]http://www.drivethrurpg.com/product/113405/Beyond-the-Wall-and-Other-Adventures[/url] The basic premise is that all the characters are young people from your typical bucolic medieval village. The inspirations are some of the more classic YA adventure series, like Earthsea, Prydain, and the Dark is Rising. The core of the game is basic OSR (6 stats, d20 for attacks, checks, and saves, etc.). Each player picks a playbook, which is based around a village trope, like the Woodsman, the Witch's Apprentice, the New Watchman, or the Village Hero. Each playbook has 6 or 7 tables, where you randomly to answer questions about your backstory, and which also grant you stat bonuses, skills, and class features. For example, one of the questions in the Young Woodsman playbook is "What did you find in the woods that no one knows about?". Then you roll a d6. If you get a 4, the answer is "An odd friend who knows older roads than you," and you gain +2 Cha and a "strange ally who often remains unseen." Or you roll a 5, and the answer is "Some strange ruins built of foreign stones, long abandoned, but recently reclaimed," which also grants you a +2 Con and a "piece of an ancient marble statue." One of the best features is that one of the questions in the playbook specifically asks a question involving the PC as well as another character, giving the two characters a shared history (and also grants the second character a stat bonus). The base game has playbooks for standard "young villager" concepts, but the (free!) expansion packs also feature playbooks for children of nobility, elves, dwarves, halflings, and mentor characters (who start at level 2). Magic is also different than standard Vancian. Mages can cast one spell per level per day, of whatever spells they know. They also learn cantrips, which can be cast at-will, but require a check. If the check fails, then there is either a misfire (where the DM and player are encouraged to improvise, based on the cantrip), or the mage loses the ability to cast magic until they rest. Rituals are more powerful magic, but require a long casting time and the gathering (and often expenditure) of specific material components. [/QUOTE]
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