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Traveller: the iconic science fiction roleplaying game
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<blockquote data-quote="andyvanhout" data-source="post: 9766534" data-attributes="member: 59317"><p>I'm a day late to the show, long time and usual lurker.</p><p></p><p>I'm a year and a half into a <strong>Pirates of Drinax</strong> home campaign, and I've completed two six-month campaigns for a local FLGS using the latest incarnation of Mongoose's rules. I don't have a long history with the genre or system and only started running Traveller in the past couple of years. I'm happy I've picked it up, and I enjoyed the interview!</p><p></p><p>If I had my own nit to pick about the latest incarnation of Traveller it would be around module, campaign, and adventure design. For October 2025 I'm running a four session mini campaign of <strong>Mothership </strong>-- and I'm blown away by how Mothership materials are a masterclass in information design compared to adventures and modules put out by... well... almost anyone, but Mongoose included.</p><p></p><p>That's a criticism that comes from a place of love and fondness for Mongoose Traveller. The OSR movement and their compact zines with easy to read bullet points and minimal exposition have won me over. What's more, some of the wildest moments in my home game for Pirates of Drinax come from randomly rolled or generated encounters that have sparked crazy moments of improv.</p><p></p><p>The interview talks about the modularity of all the systems and subsystems and that's definitely how I've run it, with only a very loose and vibes-based mastery of the rules that's a bit by the seat-of-my-pants and definitely erring on "rulings not rules" during the game, but out of the game I have a tracking Spreadsheet of Doom™ that I don't know if it actually adds any value to my game prep or not. None of the groups I've run games for ever cared to engage in speculative trade or freight or cargos. My <em>Pirates of Drinax</em> game -- which is more along the lines of<em> Hobnobbing with Planetary Business Associations and Antiquities Dealers of Drinax</em> -- barely engages in combat rules (space or otherwise) and I'd probably struggle to remember what the heck we were doing if we actually had a fight break out.</p><p></p><p>Thanks again for the interview!</p></blockquote><p></p>
[QUOTE="andyvanhout, post: 9766534, member: 59317"] I'm a day late to the show, long time and usual lurker. I'm a year and a half into a [B]Pirates of Drinax[/B] home campaign, and I've completed two six-month campaigns for a local FLGS using the latest incarnation of Mongoose's rules. I don't have a long history with the genre or system and only started running Traveller in the past couple of years. I'm happy I've picked it up, and I enjoyed the interview! If I had my own nit to pick about the latest incarnation of Traveller it would be around module, campaign, and adventure design. For October 2025 I'm running a four session mini campaign of [B]Mothership [/B]-- and I'm blown away by how Mothership materials are a masterclass in information design compared to adventures and modules put out by... well... almost anyone, but Mongoose included. That's a criticism that comes from a place of love and fondness for Mongoose Traveller. The OSR movement and their compact zines with easy to read bullet points and minimal exposition have won me over. What's more, some of the wildest moments in my home game for Pirates of Drinax come from randomly rolled or generated encounters that have sparked crazy moments of improv. The interview talks about the modularity of all the systems and subsystems and that's definitely how I've run it, with only a very loose and vibes-based mastery of the rules that's a bit by the seat-of-my-pants and definitely erring on "rulings not rules" during the game, but out of the game I have a tracking Spreadsheet of Doom™ that I don't know if it actually adds any value to my game prep or not. None of the groups I've run games for ever cared to engage in speculative trade or freight or cargos. My [I]Pirates of Drinax[/I] game -- which is more along the lines of[I] Hobnobbing with Planetary Business Associations and Antiquities Dealers of Drinax[/I] -- barely engages in combat rules (space or otherwise) and I'd probably struggle to remember what the heck we were doing if we actually had a fight break out. Thanks again for the interview! [/QUOTE]
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