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<blockquote data-quote="pemerton" data-source="post: 7315257" data-attributes="member: 42582"><p>I think this is all true. It puzzles me a bit, though, when people who play this way (which seems to be most, or at least many, of them) insist they're actually doing something different!</p><p></p><p>I would put this into the cateogry of "they didn't necessarily know how to actually pull that off in a design sense".</p><p></p><p>For instance, all the RQ stuff about cults, becoming an initiate or a shaman, etc, <em>seems</em> to have been intended to produce a play experience pretty different - and with more "story"/thematically richer fiction - than Temple of Elemental Evil.</p><p></p><p>And while I agree with you that Traveller has limitations (eg in envisaging what Social Standing might mean in the fiction), it also seems to have envisaged a world with public officials (hence Admin skill, law levels, etc), with individuals with a wide range of motivations that make sense in the context of economic/cultural modernity (the Patron encounters), and the like. There seems to be no analogue in Traveller of the town as a nebulous place and we just cut to the dungeon, which bears no connection to any sort of reality or even imagined reality. (The Greek Underworlds didn't have chess puzzle traps, for instance.)</p><p></p><p>My thoughts here are inevitably influenced by my own play experiences - but I ran a AD&D one-shot about a year ago and there was absolutely no interest in taking it any further; whereas so far I'm five sessions into a Classic Traveller game, and (I think) it has a genuine life to it. Traveller brings with it the resources (its professions andl ifepath PC gen; its skills; its worlds; etc) to make a game that is more than just a wargame, whereas I think that would be a big struggle with AD&D unless you grafted on a whole lot of additional systems.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7315257, member: 42582"] I think this is all true. It puzzles me a bit, though, when people who play this way (which seems to be most, or at least many, of them) insist they're actually doing something different! I would put this into the cateogry of "they didn't necessarily know how to actually pull that off in a design sense". For instance, all the RQ stuff about cults, becoming an initiate or a shaman, etc, [I]seems[/I] to have been intended to produce a play experience pretty different - and with more "story"/thematically richer fiction - than Temple of Elemental Evil. And while I agree with you that Traveller has limitations (eg in envisaging what Social Standing might mean in the fiction), it also seems to have envisaged a world with public officials (hence Admin skill, law levels, etc), with individuals with a wide range of motivations that make sense in the context of economic/cultural modernity (the Patron encounters), and the like. There seems to be no analogue in Traveller of the town as a nebulous place and we just cut to the dungeon, which bears no connection to any sort of reality or even imagined reality. (The Greek Underworlds didn't have chess puzzle traps, for instance.) My thoughts here are inevitably influenced by my own play experiences - but I ran a AD&D one-shot about a year ago and there was absolutely no interest in taking it any further; whereas so far I'm five sessions into a Classic Traveller game, and (I think) it has a genuine life to it. Traveller brings with it the resources (its professions andl ifepath PC gen; its skills; its worlds; etc) to make a game that is more than just a wargame, whereas I think that would be a big struggle with AD&D unless you grafted on a whole lot of additional systems. [/QUOTE]
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