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My Serenity campaign is over
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<blockquote data-quote="MerricB" data-source="post: 5252898" data-attributes="member: 3586"><p>I love running campaigns that have a lot of "make cool stuff up" in them. A lot of my tempering as a DM came because I used to run an Amber Diceless RPG campaign. Boy, did I learn to improvise. I also saw the problems DM Fiat could cause, but there were some great experiences there.</p><p></p><p>These days, I would really like to run more games where the players make cool stuff up, but underpinning it all is a system I understand and trust. This particular group had some interesting personalities in it: Derek (who was playing Logan the Engineer) really enjoys designing his own mechs, starships and what have you. He was also keeping track of fuel and wanted to know how much salvage the group was getting, etc.</p><p></p><p>One of the reasons I'd like to run some Traveller with this group is because that system <em>handles</em> all of that. It has ship construction rules. It has operating costs. Heck, it has <em>trade</em> rules which don't amount to handwaving. So, Derek and Popey would be happy, able to try and take advantage of the system and also setting up plots for the rest of us.</p><p></p><p>Meanwhile, the resolution is pretty simple and transparent. It's fairly predictable. It's been a very long time since I played any Traveller, so I don't know how well it will actually <em>play</em> at the table, but it looks like it will support the game and not get in the way of the roleplaying and storytelling.</p><p></p><p>So, now I'm reading the Mongoose Traveller books, and thinking of ways of continuing the campaign with a new system next year.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5252898, member: 3586"] I love running campaigns that have a lot of "make cool stuff up" in them. A lot of my tempering as a DM came because I used to run an Amber Diceless RPG campaign. Boy, did I learn to improvise. I also saw the problems DM Fiat could cause, but there were some great experiences there. These days, I would really like to run more games where the players make cool stuff up, but underpinning it all is a system I understand and trust. This particular group had some interesting personalities in it: Derek (who was playing Logan the Engineer) really enjoys designing his own mechs, starships and what have you. He was also keeping track of fuel and wanted to know how much salvage the group was getting, etc. One of the reasons I'd like to run some Traveller with this group is because that system [i]handles[/i] all of that. It has ship construction rules. It has operating costs. Heck, it has [i]trade[/i] rules which don't amount to handwaving. So, Derek and Popey would be happy, able to try and take advantage of the system and also setting up plots for the rest of us. Meanwhile, the resolution is pretty simple and transparent. It's fairly predictable. It's been a very long time since I played any Traveller, so I don't know how well it will actually [i]play[/i] at the table, but it looks like it will support the game and not get in the way of the roleplaying and storytelling. So, now I'm reading the Mongoose Traveller books, and thinking of ways of continuing the campaign with a new system next year. Cheers! [/QUOTE]
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