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(rpg) Traveller -- tell me why you like it?
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<blockquote data-quote="painandgreed" data-source="post: 2697768" data-attributes="member: 24969"><p>Just find somebody with a copy and make up a few characters, get a spaceship and do some trading and you'll get most of the flavor of the game. The system is realativly simple* but it covers all the things it needs to. It's popular because it's well done, it works and it's been around for a long time. It was one of the very first RPGs after OD&D and was an old favorite before Star Frontiers ever arrived.</p><p></p><p>*Classic Traveller is three little books that are all the rules you really need. A few others really help, but you don't need them. Lord knows there are much more complicated sci-fi games out there. I doubt if Star Frontiers is simpler actually. You character can pretty much be summed up by a single string of characters (of course, they are in hex) as can ships and worlds. Everything is a 2d6 roll and charts are minimal as they are usually based on 1 or 2 d6.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2697768, member: 24969"] Just find somebody with a copy and make up a few characters, get a spaceship and do some trading and you'll get most of the flavor of the game. The system is realativly simple* but it covers all the things it needs to. It's popular because it's well done, it works and it's been around for a long time. It was one of the very first RPGs after OD&D and was an old favorite before Star Frontiers ever arrived. *Classic Traveller is three little books that are all the rules you really need. A few others really help, but you don't need them. Lord knows there are much more complicated sci-fi games out there. I doubt if Star Frontiers is simpler actually. You character can pretty much be summed up by a single string of characters (of course, they are in hex) as can ships and worlds. Everything is a 2d6 roll and charts are minimal as they are usually based on 1 or 2 d6. [/QUOTE]
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(rpg) Traveller -- tell me why you like it?
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