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20 years after...

I love this quote. Andy Slack, in describing the first few articles he wrote for White Dwarf back in the 70's...

"Twenty years after, I'm still trying to recapture the fresh, heady feeling of playing original Traveller -- or maybe that was just the feeling of being 20 years old and high on a mixture of beer, chocolate, and 40 hours' straight gaming with no sleep."



He really captured "IT", didn't he...

-S4
 
I love this quote. Andy Slack, in describing the first few articles he wrote for White Dwarf back in the 70's...

"Twenty years after, I'm still trying to recapture the fresh, heady feeling of playing original Traveller -- or maybe that was just the feeling of being 20 years old and high on a mixture of beer, chocolate, and 40 hours' straight gaming with no sleep."



He really captured "IT", didn't he...

-S4
 
Another cool Slack quote:

"The rules for ship weaponry, artillery, nukes and explosives have now been superceded by official Traveller canon -- initially Books 4 and 5, and later the MegaTraveller, New Era, and 4th Edition rulebooks.

"But, in many ways, it was more fun when we had to make up our own empires, heavy weapons, and other rules.

"Of course, there's nothing stopping us doing that now..."





I know what he means. There's a certain "feel" that Classic Trav has that no other Traveller incarnation has been able to recreate for me.

I can't put my finger on it, but, it's there.

It's probably why I still play CT...

-S4
 
Another cool Slack quote:

"The rules for ship weaponry, artillery, nukes and explosives have now been superceded by official Traveller canon -- initially Books 4 and 5, and later the MegaTraveller, New Era, and 4th Edition rulebooks.

"But, in many ways, it was more fun when we had to make up our own empires, heavy weapons, and other rules.

"Of course, there's nothing stopping us doing that now..."





I know what he means. There's a certain "feel" that Classic Trav has that no other Traveller incarnation has been able to recreate for me.

I can't put my finger on it, but, it's there.

It's probably why I still play CT...

-S4
 
Yep, that's why I like CT, despite being a latecomer to the scene (bought the 9-books-in-one-volume reprint in 2000 IIRC). Simple, straightforward, and inviting to tweak; also encourages you to build your own universe and is geared towards this.

And yes, I really like Andy Slack's house-rules (his articles are available for free online IIRC).
 
Yep, that's why I like CT, despite being a latecomer to the scene (bought the 9-books-in-one-volume reprint in 2000 IIRC). Simple, straightforward, and inviting to tweak; also encourages you to build your own universe and is geared towards this.

And yes, I really like Andy Slack's house-rules (his articles are available for free online IIRC).
 
I definitely miss the "old days".

Recently, as I've been rediscovering Traveller while introducing it to my son, I've decided that I will probably house rule CT rather than go beyond Book 3.

The combination of junior high and LBB 1-3 is going to be tough to recreate.
 
I definitely miss the "old days".

Recently, as I've been rediscovering Traveller while introducing it to my son, I've decided that I will probably house rule CT rather than go beyond Book 3.

The combination of junior high and LBB 1-3 is going to be tough to recreate.
 
As much as I love the old days, I love the new days more. My early days (in my teens & 20s) of Traveller were coloured by the fact that I could read a novel every three days and that I would spend endless hours in front of a typewriter hammering documents, as the OTU, simply was not aviable nor desired. However, having said that most of the adventures were hack jobs grafting on whatever and not caring about consistancy.

Now, however, I want to see Traveller move into new directions and explore new frontiers. Taking on the latest SF (whether it be Hard SF, New Space Opera or Transhumanist SF) and push the game in directions that it has not done before. I think, this can still be accomplished by bending some of milieu. But, more importantly, I want to learn from its past rivals.

In my younger days and the younger days of Traveller, its chief rival was (A)D&D since then a flurry of great SF and non SF games have come onto the market and changed the universe of perceptions. Traveller has to grow and adapt to those realities whilst staying faithful (note: not true or devoted) to its roots which have made the game great.

I am doing my part in taking part in gaming actively and creating scenarios and transfering Traveller to the next generation of players and bringing back old ones. The Future is Now, let's build better!
 
As much as I love the old days, I love the new days more. My early days (in my teens & 20s) of Traveller were coloured by the fact that I could read a novel every three days and that I would spend endless hours in front of a typewriter hammering documents, as the OTU, simply was not aviable nor desired. However, having said that most of the adventures were hack jobs grafting on whatever and not caring about consistancy.

Now, however, I want to see Traveller move into new directions and explore new frontiers. Taking on the latest SF (whether it be Hard SF, New Space Opera or Transhumanist SF) and push the game in directions that it has not done before. I think, this can still be accomplished by bending some of milieu. But, more importantly, I want to learn from its past rivals.

In my younger days and the younger days of Traveller, its chief rival was (A)D&D since then a flurry of great SF and non SF games have come onto the market and changed the universe of perceptions. Traveller has to grow and adapt to those realities whilst staying faithful (note: not true or devoted) to its roots which have made the game great.

I am doing my part in taking part in gaming actively and creating scenarios and transfering Traveller to the next generation of players and bringing back old ones. The Future is Now, let's build better!
 
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