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<blockquote data-quote="Paul Farquhar" data-source="post: 9324858" data-attributes="member: 6906155"><p>Traveller had lot's of procedural generation for planets, trade and cargoes, and the like, so could be, and often was, played as an interplanetary hexcrawl, OCR-like. But, if you look at Twilight's Peak, which is often considered the definitive Traveller adventure, it combines wandering around space in a broken-down freighter with a search for clues to the location of an ancient alien base. Which was basically a dungeon, somewhat similar to Expedition to Barrier Peaks, with which was contemporaneous.</p><p></p><p>But if you look further afield, at White Dwarf magazine, which covered any and all RPGs at that time, they published a Traveller adventure in which the PCs were chlorophyll-addicted aliens who crashed thier ship into the middle of <a href="https://en.wikipedia.org/wiki/The_Heroes_of_Telemark" target="_blank">The Heroes of Telemark</a> and needed to steel the heavy water to fix their ship. A scenario that would not have been out of place in Doctor Who!</p><p></p><p>The other thing about Traveller was that combat was dangerous (and expensive in space) so it was <em>rare</em>. It was much more of a Skills based game than D&D. You were more likely to be using your Admin skill to fight bureaucracy than your Gauss Rifle to fight aliens.</p><p></p><p>I was really only joking about Doctor Who, but that brings us back to the original topic. I'm pretty sure that any 10 year D&D campaign is not going to be based around a single storyline from start to finish. But you might drop in shorter adventures, as episodes.</p><p></p><p>The Key to Time was the longest single story arc Doctor Who did, with 26 weekly episodes. But this consisted of 6 separate stories, loosely connected by having to find a segment of the <s>rod of seven parts</s> <s>Tesseract</s> Key to Time in each story. And hence resembles a D&D campaign made by assembling a series of modules.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 9324858, member: 6906155"] Traveller had lot's of procedural generation for planets, trade and cargoes, and the like, so could be, and often was, played as an interplanetary hexcrawl, OCR-like. But, if you look at Twilight's Peak, which is often considered the definitive Traveller adventure, it combines wandering around space in a broken-down freighter with a search for clues to the location of an ancient alien base. Which was basically a dungeon, somewhat similar to Expedition to Barrier Peaks, with which was contemporaneous. But if you look further afield, at White Dwarf magazine, which covered any and all RPGs at that time, they published a Traveller adventure in which the PCs were chlorophyll-addicted aliens who crashed thier ship into the middle of [URL='https://en.wikipedia.org/wiki/The_Heroes_of_Telemark']The Heroes of Telemark[/URL] and needed to steel the heavy water to fix their ship. A scenario that would not have been out of place in Doctor Who! The other thing about Traveller was that combat was dangerous (and expensive in space) so it was [I]rare[/I]. It was much more of a Skills based game than D&D. You were more likely to be using your Admin skill to fight bureaucracy than your Gauss Rifle to fight aliens. I was really only joking about Doctor Who, but that brings us back to the original topic. I'm pretty sure that any 10 year D&D campaign is not going to be based around a single storyline from start to finish. But you might drop in shorter adventures, as episodes. The Key to Time was the longest single story arc Doctor Who did, with 26 weekly episodes. But this consisted of 6 separate stories, loosely connected by having to find a segment of the [S]rod of seven parts[/S] [S]Tesseract[/S] Key to Time in each story. And hence resembles a D&D campaign made by assembling a series of modules. [/QUOTE]
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