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Fallacious Follies: Oberoni, Stormwind, and Fallacies OH MY!
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<blockquote data-quote="Thomas Shey" data-source="post: 9177721" data-attributes="member: 7026617"><p>Uhm, I did mention "mercenaries" as the other commonest one. If one third of all Trav campaigns were focused on those, I think its hard to say that, overall, combat wasn't common in Traveller. You can pull out all the merchant campaigns (though I'm not sure how combat-light some of those were given the way the merchant-oriented published adventures were on the whole), and that's still a lot of combat. Its just not fantasy-adventurer levels of combat.</p><p></p><p></p><p></p><p>I'd at least accept its as important (as is true with most modern-to-future games). I'm not sure how much that radically changes things since its dependent on money and other issues.</p><p></p><p></p><p></p><p>I just think there's more limiting factors with gear than with basic character abilities; its like cooking the books with magic items in early D&D; you could do it, but only if you could get access to them, and that was largely in control of the GM. Most of the heavier duty Trav gear was military and wasn't automatically available even <em>if</em> you had the money for it; I didn't know too many GMs who assumed you could just stroll down to the corner gunshop and buy battledress and a plasma gun.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9177721, member: 7026617"] Uhm, I did mention "mercenaries" as the other commonest one. If one third of all Trav campaigns were focused on those, I think its hard to say that, overall, combat wasn't common in Traveller. You can pull out all the merchant campaigns (though I'm not sure how combat-light some of those were given the way the merchant-oriented published adventures were on the whole), and that's still a lot of combat. Its just not fantasy-adventurer levels of combat. I'd at least accept its as important (as is true with most modern-to-future games). I'm not sure how much that radically changes things since its dependent on money and other issues. I just think there's more limiting factors with gear than with basic character abilities; its like cooking the books with magic items in early D&D; you could do it, but only if you could get access to them, and that was largely in control of the GM. Most of the heavier duty Trav gear was military and wasn't automatically available even [I]if[/I] you had the money for it; I didn't know too many GMs who assumed you could just stroll down to the corner gunshop and buy battledress and a plasma gun. [/QUOTE]
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