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(rpg) Traveller -- tell me why you like it?
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<blockquote data-quote="SWBaxter" data-source="post: 2701621" data-attributes="member: 27926"><p>Rules-wise, I think MegaTraveller has just about the best task/skill-based resolution system I've seen. Relatively simple, speedy in play, and yet it handles all sorts of skill complications and interactions very well.</p><p></p><p>On the character creation front, I like the mindset that Traveller characters are often at or near the height of their abilities right from the start. That puts the focus on less game-oriented goals - rather than saying "I hope I level up this session", players are more likely to say something like "I hope we can figure out what the Ine Givar are up to this time", or "I hope the patron comes through with the cash so we can catch up on our ship payments." And on a related note, I like that the game itself doesn't provide any strong hook for adventuring, leaving that up to the players. And finally, as I get older, I appreciate a game in which a starting PC who's pushing 40 isn't a washed-up old-timer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> .</p><p></p><p>I like the vector-based ship movement and combat in the original Traveller rules. I've got enough physics geek in me to find that cool. </p><p></p><p>Setting wise, I like the impersonal pseudo-aristocracy of the Imperium. </p><p></p><p></p><p></p><p>I'm not a big fan of the 2-D starmaps. I don't mind them as a simplification for a small local setting, but building so much of the Third Imperium background around factors that only apply in a 2-D universe kinda rubs me the wrong way.</p><p></p><p>The various detailed design sequences for vehicles are kind of a love/hate thing for me - I like 'em in theory and when I'm doing prep work with lots of lead time, but I hate them when I need something fast (i.e. when PCs do something unexpected, which is almost all the time).</p><p></p><p>Scale can be a problem for me. For example, the later ship design rules (from High Guard on) allow for a huge range of ship sizes, 99% of which are of very little use to me when I'm running a game for a group of PCs who maybe have a Free Trader if they're lucky. I find I use the original book 2 shipbuilding rules, with a few tweaks, rather than the full glory of High Guard and successors.</p><p></p><p>I don't have much of a problem with the 1970's-era science and space opera, but that's because I never really treated Traveller as a hard sci-fi game in the first place. </p><p></p><p>The world generation system tosses out some wonky results far too often, I almost always use variant rules to generate my UWPs.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 2701621, member: 27926"] Rules-wise, I think MegaTraveller has just about the best task/skill-based resolution system I've seen. Relatively simple, speedy in play, and yet it handles all sorts of skill complications and interactions very well. On the character creation front, I like the mindset that Traveller characters are often at or near the height of their abilities right from the start. That puts the focus on less game-oriented goals - rather than saying "I hope I level up this session", players are more likely to say something like "I hope we can figure out what the Ine Givar are up to this time", or "I hope the patron comes through with the cash so we can catch up on our ship payments." And on a related note, I like that the game itself doesn't provide any strong hook for adventuring, leaving that up to the players. And finally, as I get older, I appreciate a game in which a starting PC who's pushing 40 isn't a washed-up old-timer ;) . I like the vector-based ship movement and combat in the original Traveller rules. I've got enough physics geek in me to find that cool. Setting wise, I like the impersonal pseudo-aristocracy of the Imperium. I'm not a big fan of the 2-D starmaps. I don't mind them as a simplification for a small local setting, but building so much of the Third Imperium background around factors that only apply in a 2-D universe kinda rubs me the wrong way. The various detailed design sequences for vehicles are kind of a love/hate thing for me - I like 'em in theory and when I'm doing prep work with lots of lead time, but I hate them when I need something fast (i.e. when PCs do something unexpected, which is almost all the time). Scale can be a problem for me. For example, the later ship design rules (from High Guard on) allow for a huge range of ship sizes, 99% of which are of very little use to me when I'm running a game for a group of PCs who maybe have a Free Trader if they're lucky. I find I use the original book 2 shipbuilding rules, with a few tweaks, rather than the full glory of High Guard and successors. I don't have much of a problem with the 1970's-era science and space opera, but that's because I never really treated Traveller as a hard sci-fi game in the first place. The world generation system tosses out some wonky results far too often, I almost always use variant rules to generate my UWPs. [/QUOTE]
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