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General Tabletop Discussion
*TTRPGs General
Why the focus on *geography* in RPGing?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8659208" data-attributes="member: 82106"><p>MUCH of Traveler's subsystems are built upon the supposition that you generate a star map according to the procedures provided in the game. There is an elaborate system which generates worlds and some other system details that are significant in play. When, for example, a character who owns a Free Trader needs to pay their mortgage, they would need to engage with the Trade subsystem, and that will inevitably require a determination of the sorts of cargoes and their destinations which are available to take on in order to make credits. While you could simply not use many of Traveler's mechanical subsystems it is a lot like AD&D in the sense that many exist, they do a variety of things that commonly come up in play, and replacing them all with some equivalent which didn't really depend on mapping would be inconvenient at best. Beyond that the starship navigation and interstellar travel rules are also built around a particular type of star map, so if you didn't have these detailed concrete maps you cannot adjudicate interstellar travel at all. Juxtapose this with the system used in d6 Space, which is MUCH more vague and is clearly designed to allow a referee to simply define the existence of a bunch of planets 'somewhere out there' and merely describe the length of time and perhaps some special features of traveling to that world. You CAN make a map in d6 Space, but it is by no means required.</p><p></p><p>Obviously Traveler star maps also serve the various other purposes of maps generally, as they can be used to ascertain trade routes, potential political 'stuff', etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8659208, member: 82106"] MUCH of Traveler's subsystems are built upon the supposition that you generate a star map according to the procedures provided in the game. There is an elaborate system which generates worlds and some other system details that are significant in play. When, for example, a character who owns a Free Trader needs to pay their mortgage, they would need to engage with the Trade subsystem, and that will inevitably require a determination of the sorts of cargoes and their destinations which are available to take on in order to make credits. While you could simply not use many of Traveler's mechanical subsystems it is a lot like AD&D in the sense that many exist, they do a variety of things that commonly come up in play, and replacing them all with some equivalent which didn't really depend on mapping would be inconvenient at best. Beyond that the starship navigation and interstellar travel rules are also built around a particular type of star map, so if you didn't have these detailed concrete maps you cannot adjudicate interstellar travel at all. Juxtapose this with the system used in d6 Space, which is MUCH more vague and is clearly designed to allow a referee to simply define the existence of a bunch of planets 'somewhere out there' and merely describe the length of time and perhaps some special features of traveling to that world. You CAN make a map in d6 Space, but it is by no means required. Obviously Traveler star maps also serve the various other purposes of maps generally, as they can be used to ascertain trade routes, potential political 'stuff', etc. [/QUOTE]
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Why the focus on *geography* in RPGing?
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