Reynard
aka Ian Eller
"Crap, I died as an Ensign!"Some systems better than others. Traveller, for example, is very socially engaging.
"Crap, I died as an Ensign!"Some systems better than others. Traveller, for example, is very socially engaging.
At 75 years of age!"Crap, I died as an Ensign!"
The Glass Cannon Network has been rolling up Traveller characters for this summer's GenCon games and just the process of developing characters -- none of whom turn out the way they expected -- has been a hell of a lot of fun.Some systems better than others. Traveller, for example, is very socially engaging.
Not to mention the secondary and tertiary effects of creating and designing. Whether they are used at the table or not, they seep into gameplay in areas unrecognizable, but they are there.This can be taken way too far. Take the GM for example. They might decide to do all manner of world building that won't ever really directly impact play at the table, but it does serve to better locate them next to the 'thingness' of the setting. Deciding that that work simply isn't useful is people talking about shizz they don't know about.
Can the GM go too far on the setting history side of things? Sure they can. Too far for 'useful in play' anyway. But useful in play isn't the only measure. There's play on the one hand, and design on the other. Lots of loud people conflate the two and tell us that nothing that doesn't add immediate table stuff is worth doing. but those people are idiots.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.