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<blockquote data-quote="aramis erak" data-source="post: 8249045" data-attributes="member: 6779310"><p>QFT. Except that, with curation that no longer exists, about 70% didn't get shared, and now does.</p><p></p><p>From an educator standpoint, creativity requires a framework. Exactly how much of a framework is variable by individual. For some, the light scaffolds of Classic Traveller, Star Frontiers, D&D Basic, or Marvel Super Heroes provided plenty. For others, they weren't nearly enough.</p><p></p><p>AD&D was, for many, much better a framework than, say, Moldvay/Cook, as people carved down to the level they needed rather than adding framework to the level needed; the latter is itself a creative endeavor.</p><p></p><p>Classic Traveller core isn't more complex than Star Frontiers AD+KH (which is the required to have the same functional modules of CGen, Personal Combat, Space Ships, ship combat)... Star Frontiers beats Traveller on consistency, not simplicity, since it has a single skill use mechanic.</p><p></p><p>Where Star Frontiers shines over Traveller, and D&D, and pretty much most everything else in print in 1982 is an easily grasped and mid-depth setting. Ignorable, if desired, there for those who need it. CT wasn't written for a setting; it was intended to be a Genre Engine, not the OTU game...</p><p></p><p>While Star Frontiers wasn't the first specified setting game (EPT, RuneQuest, Dallas, and James Bond all had specified setting), it was the first space-opera genre games with one. Traveller was morphing into the OTU game at the same time. </p><p></p><p>It's kind of a sad thing that the available fanspace for Traveller and Star Frontiers overlapped so much; Traveller had traction and Star Frontiers languished behind it.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8249045, member: 6779310"] QFT. Except that, with curation that no longer exists, about 70% didn't get shared, and now does. From an educator standpoint, creativity requires a framework. Exactly how much of a framework is variable by individual. For some, the light scaffolds of Classic Traveller, Star Frontiers, D&D Basic, or Marvel Super Heroes provided plenty. For others, they weren't nearly enough. AD&D was, for many, much better a framework than, say, Moldvay/Cook, as people carved down to the level they needed rather than adding framework to the level needed; the latter is itself a creative endeavor. Classic Traveller core isn't more complex than Star Frontiers AD+KH (which is the required to have the same functional modules of CGen, Personal Combat, Space Ships, ship combat)... Star Frontiers beats Traveller on consistency, not simplicity, since it has a single skill use mechanic. Where Star Frontiers shines over Traveller, and D&D, and pretty much most everything else in print in 1982 is an easily grasped and mid-depth setting. Ignorable, if desired, there for those who need it. CT wasn't written for a setting; it was intended to be a Genre Engine, not the OTU game... While Star Frontiers wasn't the first specified setting game (EPT, RuneQuest, Dallas, and James Bond all had specified setting), it was the first space-opera genre games with one. Traveller was morphing into the OTU game at the same time. It's kind of a sad thing that the available fanspace for Traveller and Star Frontiers overlapped so much; Traveller had traction and Star Frontiers languished behind it. [/QUOTE]
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