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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="S'mon" data-source="post: 6752090" data-attributes="member: 463"><p>I guess now that I understand sandboxing a bit better these days I might be able to make Classic Traveller work. The big issue I found was that it seemed to be two different games:</p><p></p><p>(a) What these days we'd call a hexcrawl sandbox across the galaxy, wonderfully reproduced in the 1980s computer game 'Elite'</p><p></p><p>(b) A mission-of-the-week game where Patrons sit in Starports and hire you to do pre-detailed adventures.</p><p></p><p>I guess I'd always thought of Traveller as being 'really' about (b), the missions, which then wastes all the procedural content generation. And as an adventure-of-the-week game it looks a bit bland. But maybe if I created a Traveller sandbox the way I do for D&D it'd be a good game. </p><p>One problem I see with Traveller sandboxing is that it seems to be "all Sim, no Gamism" - no XP to advance your PCs; not even a clear link between money and power since there isn't really gear or magic items that unlocks at particular wealth levels. You're expected to pretty much stick with the merchant ship you began with and your income goes to paying off the mortgage, ie you adventure just to maintain the status quo!</p></blockquote><p></p>
[QUOTE="S'mon, post: 6752090, member: 463"] I guess now that I understand sandboxing a bit better these days I might be able to make Classic Traveller work. The big issue I found was that it seemed to be two different games: (a) What these days we'd call a hexcrawl sandbox across the galaxy, wonderfully reproduced in the 1980s computer game 'Elite' (b) A mission-of-the-week game where Patrons sit in Starports and hire you to do pre-detailed adventures. I guess I'd always thought of Traveller as being 'really' about (b), the missions, which then wastes all the procedural content generation. And as an adventure-of-the-week game it looks a bit bland. But maybe if I created a Traveller sandbox the way I do for D&D it'd be a good game. One problem I see with Traveller sandboxing is that it seems to be "all Sim, no Gamism" - no XP to advance your PCs; not even a clear link between money and power since there isn't really gear or magic items that unlocks at particular wealth levels. You're expected to pretty much stick with the merchant ship you began with and your income goes to paying off the mortgage, ie you adventure just to maintain the status quo! [/QUOTE]
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