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*Pathfinder & Starfinder
Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="pemerton" data-source="post: 6752066" data-attributes="member: 42582"><p>What have you got in mind?</p><p></p><p>From the point of view who has found the Forge categories useful, I think of Traveller as pretty hardcore sim, with a very strong purist-for-system component. But I'm interested to hear what you think is being missed or misdescribed here.</p><p></p><p>In his <a href="http://www.indie-rpgs.com/articles/15/" target="_blank">Sim essay</a>, Edwards says this about Traveller:</p><p></p><p style="margin-left: 20px"> I just realized that the original Traveller, or at least one way to play it, represents an example of this approach. Star system and planet creation are written right into the process of play, such that adventures and missions become not only a means of enjoying and improving characters, but also a means of enjoying and basically mapping the game-space. This is very distinct from later versions of Traveller ["specifically in its mid-80s through mid-90s form"], which were emphatically High Concept with a Setting emphasis. (Oh, and just for credit where it's due, I should also mention that Traveller pioneered the mechanics of overt character-creation-as-play.)</p><p></p><p>Like [MENTION=463]S'mon[/MENTION], I've tended to find Traveller a challenging game to play and run. (Though very easy to build PCs for!)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6752066, member: 42582"] What have you got in mind? From the point of view who has found the Forge categories useful, I think of Traveller as pretty hardcore sim, with a very strong purist-for-system component. But I'm interested to hear what you think is being missed or misdescribed here. In his [url=http://www.indie-rpgs.com/articles/15/]Sim essay[/url], Edwards says this about Traveller: [indent] I just realized that the original Traveller, or at least one way to play it, represents an example of this approach. Star system and planet creation are written right into the process of play, such that adventures and missions become not only a means of enjoying and improving characters, but also a means of enjoying and basically mapping the game-space. This is very distinct from later versions of Traveller ["specifically in its mid-80s through mid-90s form"], which were emphatically High Concept with a Setting emphasis. (Oh, and just for credit where it's due, I should also mention that Traveller pioneered the mechanics of overt character-creation-as-play.)[/indent] Like [MENTION=463]S'mon[/MENTION], I've tended to find Traveller a challenging game to play and run. (Though very easy to build PCs for!) [/QUOTE]
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