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Played some Classic Traveller today
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8096106" data-attributes="member: 82106"><p>All very true, and why I really have always hankered for MORE help from the game in terms of generating that story, like some sort of traits for PCs (skills count, but I think "cool under fire" or something like that could be a nice addition). The EDU and SOC ability scores are also very much in this category as well. </p><p>Anyway, I have played around with doing some of my own setting work. The observation that CT core books don't have a LOT of setting is SORT OF true, but the rules are VERY tuned to the Imperium. You can map out random sectors, but most of what you find is not sensible without considering Marc's model of interstellar society. 2300 kind of seemed potentially interesting, but I never could understand why they used that horrible Aftermath-based system for it, bleh! </p><p>Anyway, you don't have to hack it much to add some interesting stuff. I'd just make the computers into NPCs and call them 'AI', but you don't REALLY have to change much in the rules for them. Add some more plausible equipment, maybe change the TL system a bit to fold in things like nanotech and cybernetics in lieu of anti-grav. While the ships are a bit unrealistic, probably nobody cares, and they work well enough from a play standpoint. </p><p>The various subsystems are OK, but I think society should be a bit more complicated. Maybe I will revisit my d6 Space campaign and run it with CT instead. It would pretty much work... I didn't really find the d6 system was that thematic for what I wanted to do anyway.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8096106, member: 82106"] All very true, and why I really have always hankered for MORE help from the game in terms of generating that story, like some sort of traits for PCs (skills count, but I think "cool under fire" or something like that could be a nice addition). The EDU and SOC ability scores are also very much in this category as well. Anyway, I have played around with doing some of my own setting work. The observation that CT core books don't have a LOT of setting is SORT OF true, but the rules are VERY tuned to the Imperium. You can map out random sectors, but most of what you find is not sensible without considering Marc's model of interstellar society. 2300 kind of seemed potentially interesting, but I never could understand why they used that horrible Aftermath-based system for it, bleh! Anyway, you don't have to hack it much to add some interesting stuff. I'd just make the computers into NPCs and call them 'AI', but you don't REALLY have to change much in the rules for them. Add some more plausible equipment, maybe change the TL system a bit to fold in things like nanotech and cybernetics in lieu of anti-grav. While the ships are a bit unrealistic, probably nobody cares, and they work well enough from a play standpoint. The various subsystems are OK, but I think society should be a bit more complicated. Maybe I will revisit my d6 Space campaign and run it with CT instead. It would pretty much work... I didn't really find the d6 system was that thematic for what I wanted to do anyway. [/QUOTE]
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Played some Classic Traveller today
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