He'll flip ya...Flip ya for real...
Thanks for this blog link!I prefer Classic Traveller by a mile. Pear it down to bare bones rules and just make up wild stuff for the PCs to deal with. I love the 2d6. The nice and easy bell curve is enough. Roll stats, pick a career (from the expanded lists), and go.
I stumbled across a blog post from someone who played with Marc Miller detailing how he runs CT. Over here. Really helped me stop worrying about all the pointless and fiddly rules and just get on with playing.
I do get the sense that MM really wanted to give folks the tools to create their own worlds. I also get the sense that MM liked mini systems. Never really read anything to back any of that up, just the feeling I got from my time with Traveller.
I wholeheartedly agree with this assessment here.My overall impression is that the way I (and many of you) view CT, and remember playing CT, and what has attracted us back to CT is NOT the depth of the published material, nor the Imperial setting. Instead it is a vehicle, a set of rules that gives us a very basic framework of how the universe works, and then lets us go play in whatever universe our minds want to create. It doesn’t have to make sense, or be a hard science or space opera, or anything else, it just needs to be ours. And, when we get stuck and need a way to do something, we use one of the built in systems to help move us along. And, if we bend the rules, or throw them out or tweak them, or whatever we want to do with them, as long as we are having fun, he has achieved his goal.
Thanks Mr. Miller. -Jamesthegeek