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(rpg) Traveller -- tell me why you like it?
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<blockquote data-quote="Twowolves" data-source="post: 2700352" data-attributes="member: 18093"><p>Since when was Firefly set in only one solar system?</p><p></p><p>The one thing I didn't like about MegaTraveller was the near total lack of examples. They assumed you had been playing CT and already knew things like, what sorts of skill checks you needed to plot a jump, or skim a gas giant, or hack a computer system, etc. That and there was almost no "day in the life" sorts of expositions, just benchmarks for certain tech levels. Describing what a TL14 starport was like (vs a TL16, or TL10 etc etc) without some examples was just offputting. </p><p></p><p>Lots of people hated TNE, but I was one of it's few fans. For the time, the system was pretty innovative, with multiple levels of success and failure, and very functional scaling between infantry, vehicle and starship levels of combat. Yes, Fire Fusion and Steel could be a very drawn out process, but I have yet to see anything since that gave you the keys to the factory like FF&S did. Also, people go on and on about the technical vagrities of Virus, but really, who cares? No one cared about the scientific rationale behind massive flying dragons in D&D, so why the big deal over the Crash? Fact is, computers today are vulnerable to ever more complex varieties of viral infections, and I had no problem with the concept of super-advanced viruses infecting super-advanced computers in a super-advanced science fiction world. And the whole idea of rediscovering space, the threat of vampire ships and virus, the discovery of isolated pockets of civilization, and the mystery of the Empress Wave all to make for a setting that could draw on years of past works and full of adventure possibilities.</p><p></p><p>But, that's just my opinion.</p></blockquote><p></p>
[QUOTE="Twowolves, post: 2700352, member: 18093"] Since when was Firefly set in only one solar system? The one thing I didn't like about MegaTraveller was the near total lack of examples. They assumed you had been playing CT and already knew things like, what sorts of skill checks you needed to plot a jump, or skim a gas giant, or hack a computer system, etc. That and there was almost no "day in the life" sorts of expositions, just benchmarks for certain tech levels. Describing what a TL14 starport was like (vs a TL16, or TL10 etc etc) without some examples was just offputting. Lots of people hated TNE, but I was one of it's few fans. For the time, the system was pretty innovative, with multiple levels of success and failure, and very functional scaling between infantry, vehicle and starship levels of combat. Yes, Fire Fusion and Steel could be a very drawn out process, but I have yet to see anything since that gave you the keys to the factory like FF&S did. Also, people go on and on about the technical vagrities of Virus, but really, who cares? No one cared about the scientific rationale behind massive flying dragons in D&D, so why the big deal over the Crash? Fact is, computers today are vulnerable to ever more complex varieties of viral infections, and I had no problem with the concept of super-advanced viruses infecting super-advanced computers in a super-advanced science fiction world. And the whole idea of rediscovering space, the threat of vampire ships and virus, the discovery of isolated pockets of civilization, and the mystery of the Empress Wave all to make for a setting that could draw on years of past works and full of adventure possibilities. But, that's just my opinion. [/QUOTE]
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