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Traveller: the iconic science fiction roleplaying game
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<blockquote data-quote="Enaknomolos" data-source="post: 9765722" data-attributes="member: 7047434"><p>I think this is exactly right. There's a reason why Traveller is the first system Ron Edwards mentioned in the intro to Sorcerer, and why a bunch of Trav fans were so enthusiastic about FATE that they made Diaspora. The core game lends itself extremely well to loosely structured narrative play. </p><p></p><p>It's true that there are about 10,000 different simmy modules you can add to the game if you want, but they're all just that - optional modules you can ignore. I think GDW knew that - that's why they were happy to give so many different possible ways of, for instance, resolving starship combat. I think it's unfortunate that succesive editions have failed emphasise this in the core books.</p><p></p><p>On trade, the Classic Traveller rules are more streamlined. If you're looking for a cargo, then you role d66 to determine what the <strong>best</strong> <strong>available</strong> trade good 'available for the purpose' is. It would probably be easy to do something similar with the Mongoose tables, for those that prefer that system. </p><p></p><p>For those that want something more narrative, there's also the BITS supplement 101 Cargoes (reprinted in 1st ed Mongoose supplement 13) which adds narrative complications to a bunch of cargoes.</p></blockquote><p></p>
[QUOTE="Enaknomolos, post: 9765722, member: 7047434"] I think this is exactly right. There's a reason why Traveller is the first system Ron Edwards mentioned in the intro to Sorcerer, and why a bunch of Trav fans were so enthusiastic about FATE that they made Diaspora. The core game lends itself extremely well to loosely structured narrative play. It's true that there are about 10,000 different simmy modules you can add to the game if you want, but they're all just that - optional modules you can ignore. I think GDW knew that - that's why they were happy to give so many different possible ways of, for instance, resolving starship combat. I think it's unfortunate that succesive editions have failed emphasise this in the core books. On trade, the Classic Traveller rules are more streamlined. If you're looking for a cargo, then you role d66 to determine what the [B]best[/B] [B]available[/B] trade good 'available for the purpose' is. It would probably be easy to do something similar with the Mongoose tables, for those that prefer that system. For those that want something more narrative, there's also the BITS supplement 101 Cargoes (reprinted in 1st ed Mongoose supplement 13) which adds narrative complications to a bunch of cargoes. [/QUOTE]
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