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Which Sci-Fi RPG has the richest setting?

Which of these Sci-Fi RPGs has the most detailed setting?

  • Space Opera (FGU)

    Votes: 5 5.3%
  • Universe (SPI)

    Votes: 0 0.0%
  • 2300 AD (GDW)

    Votes: 13 13.8%
  • Traveller (GDW)

    Votes: 61 64.9%
  • Nebuleon (HinterWelt)

    Votes: 2 2.1%
  • Serenity (MW)

    Votes: 13 13.8%


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The Shaman said:
Have you looked at this?

Thanks for the link, but that looks like it complicates things needlessly. There is a pretty good standardized system buried in Book 1 (it simply isn't explained). My proposal is based on the basic dice roll system already in place, linking the four basic die roll types (1d6, 2d6, 3d6, and 4d6) to levels of skill. The target number system is firmed up based on the die percentages listed in Book 0, and the modifier system remains largely unchanged.
 

My quick fix for task resolution is attached to this post as a two-page PDF document. It's a wee bit more 'new school' than the Classic Traveller approach, but I think that it's more intuitive and easier to implement in a pinch, while still being mechanically tied to the rules present in the original Traveller rule books.
 

Hidden away in Adventure 1: The Kinunir was the task system that eventually made it to T4, IMHO.
Basically, it is roll less than your [characteristic+skill] on 2d6.

Borrowing from LBB0, and combining a little bit with T4, you get to roll 1d for a very easy task, 2d for a standard task, 3d for a difficult task, and 4d for a very hard task.
 

Oh, and if you want to get a lot of Traveller background in one place, try to get a copy of the MegaTraveller Imperial Encyclopedia - in pdf form it's really useful for producing player's handouts.
 

Well, since several others beat me to the punch (regarding the Traveller Book), I will just go on record as saying that Traveller would be my personal choice. If you can also pick up the compiled Journal of the Travellers Aide Society magazines you will have such a wealth of information to create your game that you can spend years playing. I know that I spent close to 10 years in a Traveller campaign based on the stuff from the main Traveller books, supplements, and the Journal.

I just wish I could get another group to play Traveller.
 
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Anfelas said:
Hidden away in Adventure 1: The Kinunir was the task system that eventually made it to T4, IMHO.
Basically, it is roll less than your [characteristic+skill] on 2d6.

Borrowing from LBB0, and combining a little bit with T4, you get to roll 1d for a very easy task, 2d for a standard task, 3d for a difficult task, and 4d for a very hard task.

Interesting, but I think that a roll under system wonks a lot of the Classic Traveller material that I just picked up, since it's all pretty clearly based around around a roll over mechanic and the standard skill rating is around -1 to -3. For the time being, I think that I'll just stick with what I've worked up as it saves me from having to drastically change how DMs or other parts of the Classic rules work.
 
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sjmiller said:
Well, since several others beat me to the punch (regarding the Traveller Book), I will just go on record as saying that Traveller would be my personal choice. If you can also pick up the compiled Journal of the Travellers Aide Society magazines you will have such a wealth of information to create your game that you can spend years playing.

Thanks for the suggestion! I have a strong desire to base my first campaign in the Gayan Reach of Jack Vance's novels, specifically the Alastor Cluster and its 3,000 colonized planets. Traveller, of all the games that I've now looked into, seems the best equipped to deal with such a setting :D
 


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