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Worlds of Design: Creativity and the Game Designer
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<blockquote data-quote="dragoner" data-source="post: 7949860" data-attributes="member: 6943731"><p>I think this is inspired as they are more than simple task rolls. The main thing is that Classic Traveller is much more free-form, and without playbooks. I know the criticism over time has been to make the rolls all 8+, except that the player loses on that deal, because a lot were like "mishap on 10+, with -2 per level of skill." Skill 2 in Classic can be a major ability, such as no roll success in admin, demo, or engineer. Later Traveller editions go more towards a formal rules set, and trad roleplaying, which none were actually as successful; and even the more modern ones mention Classic by name. It is really a measure of how adaptable and modern a game it was for so long ago.</p></blockquote><p></p>
[QUOTE="dragoner, post: 7949860, member: 6943731"] I think this is inspired as they are more than simple task rolls. The main thing is that Classic Traveller is much more free-form, and without playbooks. I know the criticism over time has been to make the rolls all 8+, except that the player loses on that deal, because a lot were like "mishap on 10+, with -2 per level of skill." Skill 2 in Classic can be a major ability, such as no roll success in admin, demo, or engineer. Later Traveller editions go more towards a formal rules set, and trad roleplaying, which none were actually as successful; and even the more modern ones mention Classic by name. It is really a measure of how adaptable and modern a game it was for so long ago. [/QUOTE]
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