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Why do RPGs have rules?
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<blockquote data-quote="aramis erak" data-source="post: 9029595" data-attributes="member: 6779310"><p>The on-planet stuff is a combination of buried in the adventures and use your experience living on world.</p><p>One of the key things to remember is that most people in modern US, UK, and EU have Wheeled Vehicle 0, and that most driving requires no roll.</p><p></p><p>There is a second mode: in-service play; it's hinted at, and is the railroader's choice of campaign mode.</p><p>Book 4 lends heavily towards enabling it.</p><p>Book 5 is pretty much useful only for either big stick GMing or active duty campaigns.</p><p>Book 6 is useful if you want expanded systems. (The 'Verse of Firefly can be generated on about a 1/(6^8) odds)</p><p>Book 7 is useful in either mode.</p><p></p><p>I'll note that I didn't spot the support for in service play until I'd gotten T2K 1E & STRPG, but if one looks, support is there. Pay scales are in Bk4.</p><p></p><p>But at the end of the day, many of the adventures are not cash motivated, but curiosity assumed. Annic Nova, Secret of the Ancients, Twilight's Peak, Research Station Gamma, about 2/3 of TTA (which is really an adventure path, and uses a contractual obligation to drag players along the initial points).</p><p></p><p>CT RAW is procedural/simulationist - reducing the realism to a <em>playable sim</em>. It's also an incomplete sim, as all sims are incomplete in some way; if they weren't they'd be emulation, not simulation.</p><p>The way Pemerton uses it is very much not how written, and is an unusual but not unprecedented mode of use. (Running Marc Miller's Traveller board for the last 8 years, and been on staff for the last 14 or so, I've seen a lot of playstyles mentioned. Few use CT the way Pemerton does, but there are a few who do; it's much easier to see and describe when one has knowledge of the AWE/PBTA space, which most using it that way apparently do not.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9029595, member: 6779310"] The on-planet stuff is a combination of buried in the adventures and use your experience living on world. One of the key things to remember is that most people in modern US, UK, and EU have Wheeled Vehicle 0, and that most driving requires no roll. There is a second mode: in-service play; it's hinted at, and is the railroader's choice of campaign mode. Book 4 lends heavily towards enabling it. Book 5 is pretty much useful only for either big stick GMing or active duty campaigns. Book 6 is useful if you want expanded systems. (The 'Verse of Firefly can be generated on about a 1/(6^8) odds) Book 7 is useful in either mode. I'll note that I didn't spot the support for in service play until I'd gotten T2K 1E & STRPG, but if one looks, support is there. Pay scales are in Bk4. But at the end of the day, many of the adventures are not cash motivated, but curiosity assumed. Annic Nova, Secret of the Ancients, Twilight's Peak, Research Station Gamma, about 2/3 of TTA (which is really an adventure path, and uses a contractual obligation to drag players along the initial points). CT RAW is procedural/simulationist - reducing the realism to a [I]playable sim[/I]. It's also an incomplete sim, as all sims are incomplete in some way; if they weren't they'd be emulation, not simulation. The way Pemerton uses it is very much not how written, and is an unusual but not unprecedented mode of use. (Running Marc Miller's Traveller board for the last 8 years, and been on staff for the last 14 or so, I've seen a lot of playstyles mentioned. Few use CT the way Pemerton does, but there are a few who do; it's much easier to see and describe when one has knowledge of the AWE/PBTA space, which most using it that way apparently do not.) [/QUOTE]
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