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<blockquote data-quote="Prince Atom" data-source="post: 4486283" data-attributes="member: 6046"><p>Not to thread-jack, but avoid <a href="http://www.rpg.net/news+reviews/reviews/rev_4762.html" target="_blank">World of Synnibarr like the plague!</a></p><p></p><p>I can't really say that I got into GURPS Traveller that much, and I haven't really looked at any of the other versions, but one thing I've always heard about Traveller is that the biggest reward in that game is finding out just one more little bit of information about the game world. You don't have <em>+3 rayguns of starkly astounding pwnage</em>, but you can make a pretty penny as a tramp freighter crew, and get in where you don't belong well enough.</p><p></p><p>I own a copy of Alternity and the Star*Drive campaign setting. The former is very crunchy, and the latter is very creamy. I've never played it, but the dice mechanic of "roll a d20 plus another die as the GM specifies (up to rolling 4d20) against a target number" seems a little gimmicky to me.</p><p></p><p>Every time I've run a lightsaber duel in the WEG Star Wars, it's over in two turns because someone misses a parry and the lightsaber, almost always with the Jedi's Control and Sense dice behind it, cleaves someone in two. Thrilling action this is not.</p><p></p><p>I ran a Star Wars Saga Edition game, without any Jedi in it, and it went surprisingly well with space pirates/"legitimate businessfolk" in the vein of Han Solo.</p><p></p><p>(It just occurred to me that I've never thought of Han as a space pirate, although Lucas obviously thought so, because Han tends to use a blaster rather than buckle his swash with a sword. I guess dueling is Luke's niche.)</p><p></p><p>And GURPS Space is a toolkit -- SJ Games wants to let you to come up with your own space game, although their worldbooks for 3rd Edition were numerous. I'd suggest looking at GURPS Lensman for a pulp SciFi setting, but be warned: E. E. "Doc" Smith was a man of his time (the 1930's) and you're probably going to run into something aggravating in his worldview.</p><p></p><p>TWK</p></blockquote><p></p>
[QUOTE="Prince Atom, post: 4486283, member: 6046"] Not to thread-jack, but avoid [URL="http://www.rpg.net/news+reviews/reviews/rev_4762.html"]World of Synnibarr like the plague![/URL] I can't really say that I got into GURPS Traveller that much, and I haven't really looked at any of the other versions, but one thing I've always heard about Traveller is that the biggest reward in that game is finding out just one more little bit of information about the game world. You don't have [I]+3 rayguns of starkly astounding pwnage[/I], but you can make a pretty penny as a tramp freighter crew, and get in where you don't belong well enough. I own a copy of Alternity and the Star*Drive campaign setting. The former is very crunchy, and the latter is very creamy. I've never played it, but the dice mechanic of "roll a d20 plus another die as the GM specifies (up to rolling 4d20) against a target number" seems a little gimmicky to me. Every time I've run a lightsaber duel in the WEG Star Wars, it's over in two turns because someone misses a parry and the lightsaber, almost always with the Jedi's Control and Sense dice behind it, cleaves someone in two. Thrilling action this is not. I ran a Star Wars Saga Edition game, without any Jedi in it, and it went surprisingly well with space pirates/"legitimate businessfolk" in the vein of Han Solo. (It just occurred to me that I've never thought of Han as a space pirate, although Lucas obviously thought so, because Han tends to use a blaster rather than buckle his swash with a sword. I guess dueling is Luke's niche.) And GURPS Space is a toolkit -- SJ Games wants to let you to come up with your own space game, although their worldbooks for 3rd Edition were numerous. I'd suggest looking at GURPS Lensman for a pulp SciFi setting, but be warned: E. E. "Doc" Smith was a man of his time (the 1930's) and you're probably going to run into something aggravating in his worldview. TWK [/QUOTE]
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