This is nearly a subset of the IMTU Code, but I thought I'd bring it up for the sake of... nothing in particular.
I'm sure I've forgotten other topics, but these three seem to appeal to the call for realism most often.
Realism is where the game system produces results to a level of detail beyond that used in the game. For example, gun design sequences where you specify the barrel length and design the ammunition. Economic rules borrowed from college texts. And world building which tells you variance of a world from the ecliptic plane within a fraction of a degree. All three of those examples can be used in a Traveller game, but in general their application is rare and niche.
Economics in Traveller. Is realism important to you?
Worldbuilding in Traveller. Is realism important to you?
Equipment design in Traveller. Is realism important to you?
I'm sure I've forgotten other topics, but these three seem to appeal to the call for realism most often.
Realism is where the game system produces results to a level of detail beyond that used in the game. For example, gun design sequences where you specify the barrel length and design the ammunition. Economic rules borrowed from college texts. And world building which tells you variance of a world from the ecliptic plane within a fraction of a degree. All three of those examples can be used in a Traveller game, but in general their application is rare and niche.
Economics in Traveller. Is realism important to you?
Worldbuilding in Traveller. Is realism important to you?
Equipment design in Traveller. Is realism important to you?
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