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<blockquote data-quote="Mallus" data-source="post: 4707685" data-attributes="member: 3887"><p>I like that. In the first case the overwhelming force still represents a gameable situation, albeit one where the players only have one intelligent choice. In the second the players have the initial choice to enter the war zone or not. </p><p></p><p>Would you ever have a war zone erupt around a PC merchant crew, catching them unawares (and denying them the choice about how much risk they take on)? That's certainly possible given Traveller's lack of FTL communication. </p><p></p><p>I'm interested in cases where maintaining fidelity to the setting and its internal logic seem to come into conflict with the needs for playable game (ie situations where meaningful options exist and essentially forgone conclusions do not). </p><p></p><p>Should that be another thread? (like we haven't completely changed topic already...).</p></blockquote><p></p>
[QUOTE="Mallus, post: 4707685, member: 3887"] I like that. In the first case the overwhelming force still represents a gameable situation, albeit one where the players only have one intelligent choice. In the second the players have the initial choice to enter the war zone or not. Would you ever have a war zone erupt around a PC merchant crew, catching them unawares (and denying them the choice about how much risk they take on)? That's certainly possible given Traveller's lack of FTL communication. I'm interested in cases where maintaining fidelity to the setting and its internal logic seem to come into conflict with the needs for playable game (ie situations where meaningful options exist and essentially forgone conclusions do not). Should that be another thread? (like we haven't completely changed topic already...). [/QUOTE]
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