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How is Traveller? Looking for a Space RPG...
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<blockquote data-quote="Psion" data-source="post: 4861684" data-attributes="member: 172"><p>Well, MegaTraveller kept the advanced systems (which could produce extremely competent characters) and tried to bolster the basic system a little to compensate.</p><p></p><p>Mongoose Traveller (which Ariosto is calling "Riki Tiki Traveller", a fun name someone gave it) goes for a unified middle ground. It starts with something a bit more like CT basic generation (term by term generation instead of year by year), but adds:</p><p></p><p>1) events. Each term you roll for one event, which could also yield additional skills or other benefits. This gives you some of the deeper detail that the CT/MT advanced generation gave you, but it doesn't require year-by-year generation (which while some fun fun, other find tedious) and can reflect a more chaotic reality.</p><p>2) connections. Each character has a chance to get backstory connections with other characters.</p><p>3) skill packages. A bit more "activity targeted", the skill package rule gives the group a package of skills to make sure basic requirements are met for the activity the GM intends. This helps hammer down the "omission by randomness" problem that sometimes cropped up in CT and MT. And:</p><p>4) Level 0 skills. CT had a level 0 skill rule that was mostly realized as an addition chargen rule in CT adventures. MongT makes this a more explicit part of the chargen, making sure that all characters have a smattering of sensible basic level skills appropriate to their background and homeworld.</p><p></p><p>I'll mention that the players in my MongT game love making characters for it. Enough so that when I made them make a second set of characters for a more combat oriented mission, they relished the opportunity.</p></blockquote><p></p>
[QUOTE="Psion, post: 4861684, member: 172"] Well, MegaTraveller kept the advanced systems (which could produce extremely competent characters) and tried to bolster the basic system a little to compensate. Mongoose Traveller (which Ariosto is calling "Riki Tiki Traveller", a fun name someone gave it) goes for a unified middle ground. It starts with something a bit more like CT basic generation (term by term generation instead of year by year), but adds: 1) events. Each term you roll for one event, which could also yield additional skills or other benefits. This gives you some of the deeper detail that the CT/MT advanced generation gave you, but it doesn't require year-by-year generation (which while some fun fun, other find tedious) and can reflect a more chaotic reality. 2) connections. Each character has a chance to get backstory connections with other characters. 3) skill packages. A bit more "activity targeted", the skill package rule gives the group a package of skills to make sure basic requirements are met for the activity the GM intends. This helps hammer down the "omission by randomness" problem that sometimes cropped up in CT and MT. And: 4) Level 0 skills. CT had a level 0 skill rule that was mostly realized as an addition chargen rule in CT adventures. MongT makes this a more explicit part of the chargen, making sure that all characters have a smattering of sensible basic level skills appropriate to their background and homeworld. I'll mention that the players in my MongT game love making characters for it. Enough so that when I made them make a second set of characters for a more combat oriented mission, they relished the opportunity. [/QUOTE]
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