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Ultraviolet Grasslands Second Edition Is A Trip Within A Trip
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<blockquote data-quote="Enaknomolos" data-source="post: 9550819" data-attributes="member: 7047434"><p>I've run it (using modified Traveller for characters, but by the book for the Caravan procedures) and this was my experience as well. With the right players, debt and a chance to get rich has them setting off; and as soon as they're out in the grasslands the caravan procedures mean that events snowball. This is compounded by the constant need to balance supplies and carrying capacity.</p><p></p><p>We never had a moment where the players were at a loss for something to do, but there were tons of unfollowed hooks every session.</p><p></p><p>It does take a willingness to improvise; but so long as the players are onboard with it being technicolour weirdness, it's easy. The writing really gives you something to work with</p></blockquote><p></p>
[QUOTE="Enaknomolos, post: 9550819, member: 7047434"] I've run it (using modified Traveller for characters, but by the book for the Caravan procedures) and this was my experience as well. With the right players, debt and a chance to get rich has them setting off; and as soon as they're out in the grasslands the caravan procedures mean that events snowball. This is compounded by the constant need to balance supplies and carrying capacity. We never had a moment where the players were at a loss for something to do, but there were tons of unfollowed hooks every session. It does take a willingness to improvise; but so long as the players are onboard with it being technicolour weirdness, it's easy. The writing really gives you something to work with [/QUOTE]
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Ultraviolet Grasslands Second Edition Is A Trip Within A Trip
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