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General Tabletop Discussion
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Should the PCs try and capture the NPC starship?
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<blockquote data-quote="chaochou" data-source="post: 7313321" data-attributes="member: 99817"><p>I bought my Classic Traveller in about 1982. I know plenty about how it's run. I know what it says. And I also know what it doesn't.</p><p></p><p>Cite me the rule that says 'When the players propose something fun, tell them it fails.'</p><p></p><p></p><p></p><p>You brought up Austin Powers and James Bond. If you can't let players propose and resolve actions without the game becoming slapstick, that's not the game's fault, the players or mine. But to be completely clear here - you're not the tone police. Just self-righteous enough to think you are.</p><p></p><p></p><p></p><p>No. It's not. It's your lame excuse for pre-judging outcomes. cf railroading.</p><p></p><p></p><p></p><p>The boat missed its last three maintenance checks - one of the hazards of a tight schedule running illegal operations and a bureacratic mix-up the last time they docked. Currently grounded except as a last-ditch lifepod. See, I can make up fiction too.</p><p></p><p>The problem with mine, clearly, is that it's actually interesting.</p><p></p><p></p><p></p><p>Oh, I see. Now you've packaged up the motivations, ideas and personality of an entire crew and used it as yet more tragic rationalisation for pre-judging outcomes. cf railroading</p><p></p><p>Actually the Captain was once in an emergency situation himself as a young boy and vividly remembers his own rescue. He may be researching bio-weapons, but he'll take a distress call seriously. There's no honour amongst thieves though, and three or four of the other senior crew lost patience the last time they went out to a distress beacon. This one could easily push them over the edge.</p><p></p><p>Oh sorry. Couldn't possibly be true. I made that up as I typed it, but it required some basic imagination and personality and opens the possibility for dramatic, unexpected play. We don't want that. We want to pacify the players into doing nothing more than 'collecting information' - your lame euphimism for asking to be railroaded.</p><p></p><p></p><p></p><p>Oh sure. Shutting down any player input as a failure before it's even been attempted is so much more compelling than creating dynamic situations and npcs with flaws, weaknesses and motivations and letting the players play.</p></blockquote><p></p>
[QUOTE="chaochou, post: 7313321, member: 99817"] I bought my Classic Traveller in about 1982. I know plenty about how it's run. I know what it says. And I also know what it doesn't. Cite me the rule that says 'When the players propose something fun, tell them it fails.' You brought up Austin Powers and James Bond. If you can't let players propose and resolve actions without the game becoming slapstick, that's not the game's fault, the players or mine. But to be completely clear here - you're not the tone police. Just self-righteous enough to think you are. No. It's not. It's your lame excuse for pre-judging outcomes. cf railroading. The boat missed its last three maintenance checks - one of the hazards of a tight schedule running illegal operations and a bureacratic mix-up the last time they docked. Currently grounded except as a last-ditch lifepod. See, I can make up fiction too. The problem with mine, clearly, is that it's actually interesting. Oh, I see. Now you've packaged up the motivations, ideas and personality of an entire crew and used it as yet more tragic rationalisation for pre-judging outcomes. cf railroading Actually the Captain was once in an emergency situation himself as a young boy and vividly remembers his own rescue. He may be researching bio-weapons, but he'll take a distress call seriously. There's no honour amongst thieves though, and three or four of the other senior crew lost patience the last time they went out to a distress beacon. This one could easily push them over the edge. Oh sorry. Couldn't possibly be true. I made that up as I typed it, but it required some basic imagination and personality and opens the possibility for dramatic, unexpected play. We don't want that. We want to pacify the players into doing nothing more than 'collecting information' - your lame euphimism for asking to be railroaded. Oh sure. Shutting down any player input as a failure before it's even been attempted is so much more compelling than creating dynamic situations and npcs with flaws, weaknesses and motivations and letting the players play. [/QUOTE]
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Should the PCs try and capture the NPC starship?
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