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Played some Classic Traveller today
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<blockquote data-quote="pemerton" data-source="post: 8092841" data-attributes="member: 42582"><p>I've never used the classic Alien Modules. In our current game there are no aliens (as far as we know) other than the mysterious ones the PCs are investigating.</p><p></p><p>We have used the trade system once - the Merchant Prince version - and it seemed fine. I have no idea how it would work on a longer term basis.</p><p></p><p>We have had three episodes of space combat. Once the PCs lost their ship. Once they defeated an enemy ship. And once they took a hit which cost them millions of credits to repair. It doesn't support Star Wars-type space combat, that's for sure!</p><p></p><p>It's a lot of work to build advanced character gen systems for every servcie.</p><p></p><p>Andy Slack's solution for standard characters (which I know from Best of White Dwarf v1) is to throw one die for each term: on a 1 to 4 get that many additional skills, on a 5 choose a skill, a 6 is a bust. I think the Special Duty line on the chart is a good option: throw to get an extra skill throw, and the way we work it (which I guess I took from MegaTraveller, but maybe I made it up) is that a throw of 4 more than needed is two extra skill throws or choose a skill. This gives well-rounded characters but keeps PC gen reasonably quick. I think it's a good approach.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8092841, member: 42582"] I've never used the classic Alien Modules. In our current game there are no aliens (as far as we know) other than the mysterious ones the PCs are investigating. We have used the trade system once - the Merchant Prince version - and it seemed fine. I have no idea how it would work on a longer term basis. We have had three episodes of space combat. Once the PCs lost their ship. Once they defeated an enemy ship. And once they took a hit which cost them millions of credits to repair. It doesn't support Star Wars-type space combat, that's for sure! It's a lot of work to build advanced character gen systems for every servcie. Andy Slack's solution for standard characters (which I know from Best of White Dwarf v1) is to throw one die for each term: on a 1 to 4 get that many additional skills, on a 5 choose a skill, a 6 is a bust. I think the Special Duty line on the chart is a good option: throw to get an extra skill throw, and the way we work it (which I guess I took from MegaTraveller, but maybe I made it up) is that a throw of 4 more than needed is two extra skill throws or choose a skill. This gives well-rounded characters but keeps PC gen reasonably quick. I think it's a good approach. [/QUOTE]
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