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How is Traveller? Looking for a Space RPG...
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<blockquote data-quote="Korgoth" data-source="post: 4861956" data-attributes="member: 49613"><p>Traveller works great for this sort of thing. I'm talking here about Classic Traveller, because that's the edition I know.</p><p></p><p>One thing that is interesting about Traveller, and a nice change of pace, is that Traveller is not a "bildungsroman". You don't start as an 18 year old kid out to make your fortune (there was an unlucky character upthread who only made it to age 22 in character gen, but that's the Army for you!). Adventurers in Traveller are often much like adventurers might be in our world: middle-aged ex-military types who have money, skills and freedom.</p><p></p><p>There is little provision for character advancement in Traveller... you can undertake some measures to improve skills or stats but only one or two at a time and a course can take years to complete (and make the increases permanent). In the main, your Traveller character is about as good as he's going to be, and the years will take their toll. But this can be very liberating: you don't have to second-guess the GM to figure out how you can convince him to award you a bunch of experience points. Instead, the rewards for survival and success are... survival and success. There's no need to kill every last space pirate or get every last unclaimed credit to maximize your XP count. There is no XP count so just do what you want.</p><p></p><p>Classic Traveller is somewhat freeform in some respects. Combat is well-defined. Other skill checks are left to the Referee to adjudicate: he may set the target roll and the modifiers on the fly (or he can set them in advance, of course). So if you're playing in my game and you want to try to use the de-powered space station's emergency life support system power to boot up the computer system to do a diagnostic, I'm going to say that's a use of the Electronics skill. That sounds fairly do-able if you have any skill at all so I'll say you have to roll 7+ (on 2d6). You get to add your Electronics skill (say you have Elec-1 so a +1). I'll also let you add +1 for every 2 points total of Computer and Mechanical skill... say you have each at 1 (you're a real handyman!) so that's another +1. I won't give a bonus for high education, but I'll give another bonus for above-average Intelligence (no soup for you; you've only got a 7). So that comes to +2, so you need a 5+... miss that and you can't figure your way around the bypasses and incompatibilities.</p><p></p><p>Here are some links to get you started:</p><p></p><p><a href="http://www.farfuture.net/hardcopy.html" target="_blank">FFE- HardCopy</a></p><p></p><p><a href="http://batintheattic.blogspot.com/2009/04/how-to-make-traveller-sandbox.html" target="_blank">Bat in the Attic: How to make a Traveller Sandbox</a></p><p></p><p><a href="http://www.travellerrpg.com/CotI/Discuss/forumdisplay.php?f=56" target="_blank">Classic Traveller - Citizens of the Imperium</a></p></blockquote><p></p>
[QUOTE="Korgoth, post: 4861956, member: 49613"] Traveller works great for this sort of thing. I'm talking here about Classic Traveller, because that's the edition I know. One thing that is interesting about Traveller, and a nice change of pace, is that Traveller is not a "bildungsroman". You don't start as an 18 year old kid out to make your fortune (there was an unlucky character upthread who only made it to age 22 in character gen, but that's the Army for you!). Adventurers in Traveller are often much like adventurers might be in our world: middle-aged ex-military types who have money, skills and freedom. There is little provision for character advancement in Traveller... you can undertake some measures to improve skills or stats but only one or two at a time and a course can take years to complete (and make the increases permanent). In the main, your Traveller character is about as good as he's going to be, and the years will take their toll. But this can be very liberating: you don't have to second-guess the GM to figure out how you can convince him to award you a bunch of experience points. Instead, the rewards for survival and success are... survival and success. There's no need to kill every last space pirate or get every last unclaimed credit to maximize your XP count. There is no XP count so just do what you want. Classic Traveller is somewhat freeform in some respects. Combat is well-defined. Other skill checks are left to the Referee to adjudicate: he may set the target roll and the modifiers on the fly (or he can set them in advance, of course). So if you're playing in my game and you want to try to use the de-powered space station's emergency life support system power to boot up the computer system to do a diagnostic, I'm going to say that's a use of the Electronics skill. That sounds fairly do-able if you have any skill at all so I'll say you have to roll 7+ (on 2d6). You get to add your Electronics skill (say you have Elec-1 so a +1). I'll also let you add +1 for every 2 points total of Computer and Mechanical skill... say you have each at 1 (you're a real handyman!) so that's another +1. I won't give a bonus for high education, but I'll give another bonus for above-average Intelligence (no soup for you; you've only got a 7). So that comes to +2, so you need a 5+... miss that and you can't figure your way around the bypasses and incompatibilities. Here are some links to get you started: [url=http://www.farfuture.net/hardcopy.html]FFE- HardCopy[/url] [url=http://batintheattic.blogspot.com/2009/04/how-to-make-traveller-sandbox.html]Bat in the Attic: How to make a Traveller Sandbox[/url] [url=http://www.travellerrpg.com/CotI/Discuss/forumdisplay.php?f=56]Classic Traveller - Citizens of the Imperium[/url] [/QUOTE]
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