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Path: ...!weretis.net!feeder9.news.weretis.net!news.quux.org!campaignwiki.org!dwalin.uucp!.POSTED.localhost!not-for-mail From: lkh <lkh@dwalin.uucp> Newsgroups: rec.games.frp.misc Subject: Re: Mongoose Traveller or Cepheus Engine Date: Fri, 21 Jun 2024 16:23:03 +0200 (CEST) Organization: dwalin's local news service Sender: lkh%dwalin.uucp Message-ID: <v542c7$e82$1@dwalin.uucp> References: <v4ud2s$tpl$1@ereborbbs.duckdns.org> <v5226a$9288$1@sibirocobombus.campaignwiki> <v53bfg$lbu$1@ereborbbs.duckdns.org> Injection-Info: dwalin.uucp; posting-host="localhost:::1"; logging-data="14595"; mail-complaints-to="lkh@betola.de" User-Agent: tin/2.6.3-20231224 ("Banff") (Linux/6.9.3-arch1-1 (x86_64)) Bytes: 3630 Lines: 67 Kyonshi <gmkeros@gmail.com> wrote: > On 6/20/2024 10:07 PM, Alex Schroeder wrote: >> People click on generators until they get a character they like, I fear. Which seems o.k. if you'd need a quick replacement character, I guess. But your also missing an interesting part of the game. The betting game, trying to advance your character as much as possible, or as much as you like, before the game starts. >> I started thinking about a short Traveller replacement based on >> conversations with Frotz. I never had any concrete plans and so it never >> went anywhere. >> >> https://alexschroeder.ch/pdfs/Halbardier.pdf There's one thing about Traveller: it's a complete game. Much more so than OD&D. For me there seems hardly any need to fiddle around, find my preferred initiative rule or whatever. You can just take the little three booklets and confidently start playing. It'll work without any house rules needed. > Yeah, I have to say the character generation system really is one of the > best parts of Mongoose Traveller, as it gives you a fully-fledged > backstory. It's not quite OSR though, as it involves too much investment > into the character at the beginning. So since I've run MgT1, CT and T5, and played CT, I think MgT and T5 *seem* to offer more options and interesting life path events. But don't they actually give you more limitations? Which no doubt help in making up our minds? CT hardly gives you any rails to orient yourself. To my mind, that's a feature. Especially the "Others" carrer leaves wide room for interpretation. That's a general thing about rpg rules I feel: The more advanced an an edition is (by name, by number and year of publishing) the more specific it gets. Specificity may well feel like "more options", because they're all spelled out. But the old and lean rules sets never prevented you from adding as many unnamed options to your game as you want. > I was recently thinking about maybe playing Traveller Adventure 4: > Leviathan in MgT, as that is a very nice sandbox adventure (with a > moving base). A great idea, I was thinking about that one too, on and off. It might well be a master class in domain style gaming. Since at the primary player level PCs would be among the highest ranking officers on the ship. While of course they could go on many adventures themselves, it would be highly realistic if they'd send regular crew members on individual missions planet side: an open table of red shirts ;) I also like that at the officer level there are many tactical issues to debate, and star ship encounters might lead to some good old tabletop space fighting. I'd be in! :D Also, CT would be my preferred rules choice, but I guess you knew that already. Cheers, lkh -- xmpp: lkh@jabber.sdf.org mastodon: @lkh@social.sdfeu.org