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Traveller: Tips For A New GM
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<blockquote data-quote="clip" data-source="post: 5316718" data-attributes="member: 85760"><p>Sorry, no positives here.</p><p></p><p>I used to love Traveller back in the 80s, now I find it pretty much unplayable. This is less to do with the original ruleset (which I find to be one of the most elegant out there), and more to do with the "philosophy" of the Traveller game. The games I've played recently have been very much "the future as it was perceived from the 1980s", and many sessions broke down into technology arguments. We also had problems with weapon/armour balance where parties were armoured better than they were armed, which turned into drawn out battles with combatants unable to wound one another.</p><p></p><p>What killed it for me in the end was the space travel mechanics. We had one character - a scout - who did all the piloting etc everytime we travelled between planets. As per the rules he made loads of rolls to take off, navigate, screw with the engines - whatever, and at the end - we'd jump. My question was - what's the point? If he fails any of those rolls do we end up in the middle of a star? Is there a side plot? Does the ship blow up? The whole thing seemed far to Asimov "hard" scifi and not enough zapping stormtroopers for me.</p><p></p><p>If I were to do another scifi game, I would make sure it was out of the context of a retro-game - just to avoid the problems we encountered.</p></blockquote><p></p>
[QUOTE="clip, post: 5316718, member: 85760"] Sorry, no positives here. I used to love Traveller back in the 80s, now I find it pretty much unplayable. This is less to do with the original ruleset (which I find to be one of the most elegant out there), and more to do with the "philosophy" of the Traveller game. The games I've played recently have been very much "the future as it was perceived from the 1980s", and many sessions broke down into technology arguments. We also had problems with weapon/armour balance where parties were armoured better than they were armed, which turned into drawn out battles with combatants unable to wound one another. What killed it for me in the end was the space travel mechanics. We had one character - a scout - who did all the piloting etc everytime we travelled between planets. As per the rules he made loads of rolls to take off, navigate, screw with the engines - whatever, and at the end - we'd jump. My question was - what's the point? If he fails any of those rolls do we end up in the middle of a star? Is there a side plot? Does the ship blow up? The whole thing seemed far to Asimov "hard" scifi and not enough zapping stormtroopers for me. If I were to do another scifi game, I would make sure it was out of the context of a retro-game - just to avoid the problems we encountered. [/QUOTE]
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