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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6591217" data-attributes="member: 82106"><p>Yeah, though I think it would be pretty darn easy to incorporate a graded success/fail forward sort of resolution into Traveler that would really do a lot for it. I agree though, in essence its similar in general outline to RM, except of course now that I think about it the HUGE difference is total lack of any character progression mechanism. Its hard for the players to give the DM many leads as to what they're interested in past character creation, since you don't get 'XP' etc in Traveler. Even the very limited progression allowances that people have grafted onto it generally just let you get better at stuff you've done, much like RQ/CoC/BRP.</p><p></p><p>Its funny that you mentioned CoC, because my first 4e group got bored after a while, so we decided to experiment. We played a set of CoC scenarios where we made up characters for a given set of periods of time and then each player wrote a scenario, set in one of the time periods. It was fun but BRP really was the turkey of that process. It really is as you say a system of PURE GM force. Its odd that I have such fond memories of CoC from the old days, but I really just can't stomach that system at all anymore. We eventually switched to a super lightweight system (PACE) and things were MUCH MUCH better. The characters all died horribly of course, but that is after all the idea!</p><p></p><p>You should check out PACE, its about 3 pages and rather FUDGE-esque but without dice. We went on and played a 'Knights of the Round Table' scenario with it, which was pretty fun, but I did find that not all the players had an easy time leaving the world of procedural sim games. It all makes me appreciate how 4e can be quite handy for telling stories, and yet there's a veneer of the old ways there that seemed to make it a lot easier to digest for many players, even if a few of the were temporarily befuddled by having their interests catered to.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6591217, member: 82106"] Yeah, though I think it would be pretty darn easy to incorporate a graded success/fail forward sort of resolution into Traveler that would really do a lot for it. I agree though, in essence its similar in general outline to RM, except of course now that I think about it the HUGE difference is total lack of any character progression mechanism. Its hard for the players to give the DM many leads as to what they're interested in past character creation, since you don't get 'XP' etc in Traveler. Even the very limited progression allowances that people have grafted onto it generally just let you get better at stuff you've done, much like RQ/CoC/BRP. Its funny that you mentioned CoC, because my first 4e group got bored after a while, so we decided to experiment. We played a set of CoC scenarios where we made up characters for a given set of periods of time and then each player wrote a scenario, set in one of the time periods. It was fun but BRP really was the turkey of that process. It really is as you say a system of PURE GM force. Its odd that I have such fond memories of CoC from the old days, but I really just can't stomach that system at all anymore. We eventually switched to a super lightweight system (PACE) and things were MUCH MUCH better. The characters all died horribly of course, but that is after all the idea! You should check out PACE, its about 3 pages and rather FUDGE-esque but without dice. We went on and played a 'Knights of the Round Table' scenario with it, which was pretty fun, but I did find that not all the players had an easy time leaving the world of procedural sim games. It all makes me appreciate how 4e can be quite handy for telling stories, and yet there's a veneer of the old ways there that seemed to make it a lot easier to digest for many players, even if a few of the were temporarily befuddled by having their interests catered to. [/QUOTE]
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