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2300AD

Murph

SOC-14 1K
Loved the universe, despised the game system. Ended up using Cyberpunk 2020 game rules in a slight variant of the 2300ad universe. My Texas Interstellar campaign was popular with my players, and I'd like to see 2300ad brought back with improved game mechanics.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Murph:
No one plays?<HR></BLOCKQUOTE>

I can't seem to think of where it is at the moment but there is a mailing list devoted to 2300. Perhaps it's an egroups list (I'm not sure though)

I don't want to come across all snobby or anything but it is a different game and not really very relevant to this forum where we discuss real Traveller :-D
 
Ilike 2300's mechanics, and have since it first came out as Traveller 2300. I'm not so hot on the universe, and especially not the lack of playable aliens (albiet, playing a Kafer is rough for me as a GM...). But I found it plays well. It has sufficient CG controll in the player's hands for most people, and it has enough details for my tastes. I hoped when I first heard about TNE that it would be the 2300 game mechanics rather than the T2K... but then out came Survival Margin.

In fact, i bought off Rob Dean's collection of 2300 stuff... just to get the 3 things I was missing. (And to have spares).

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-aramis
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Smith & Wesson: The Original Point and Click interface!
 
I'm sorry but I felt so let down that "Traveller-2300" was in fact NOT Traveller at all that I put everything back in it's box and haven't open it since. It could have been the best system ever devised but the marketing trick that got me to buy it in the first place left a bad taste with me and I'm afraid it tainted how I viewed GDW from that point on. I would like to thing that Marc didn't have much, if anything, to do with that little stunt.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Christopher Jennings:
I'm sorry but I felt so let down that "Traveller-2300" was in fact NOT Traveller at all that I put everything back in it's box and haven't open it since. It could have been the best system ever devised but the marketing trick that got me to buy it in the first place left a bad taste with me and I'm afraid it tainted how I viewed GDW from that point on. I would like to thing that Marc didn't have much, if anything, to do with that little stunt.<HR></BLOCKQUOTE>

According to Legend (TM), it was entirely unintentional. It was intended the name "Traveller" be used for a series of different settings and the obvious potential for confusion was discounted except for a few lone voices. I guess that GDW hadn't quite figured out that the 3I setting and their generic SF rules (Traveller) had become hopelessly intertwined.
 
I am the focused sort. Traveler: 2300 was in the remainder bins before I knew it was there. I bought everything Traveller so my local game store must not have stocked them close to each other.

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mark ayers n2s@qwest.net , philosopher serf, editor of n2s; the journal for an empty mind
 
I must say that I quite liked the 2300 mechanics. As has been said, char gen was pretty flexible, it had a nice task system that worked well enough. The only time it fell down for my group was when we moved into a more combat oriented game. For some reason it didn't hang together as well as when the players were just using handguns and concealed armour.

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Paul
 
I think Traveller 2300 was a briliant game, the setting was well detailed, the charracter generation system had great freedom and the game mechanics were simple and efective. My only gripe was the occasional lack of resolution in the dice rolling, being limited to a single D10, and the rather long range steps for most personal weapons in the combat system.
I think perhaps, the depth of background information for the game is in part due to the limited focous that the game was able to have, this would have been a gargantuan effort in the rather broarder expanses of the Third Imperium. But this depth of information made for an excelent universe to game in. The Traveller 2300 campaign I ran for the group I game with was wery popular.
As to the comment that nobody played it, have a look at the quantity of information that players have come up with for the game on the Pentapods Worlds site over on geocities "http://www.geocities.com/TimesSquare/Arcade/2303/kevin.htm".
The name Traveller 2300 caught me out when I bought the game also, I thought it was just a new setting for Traveller. On reading the rules I was very pleasantly supprised to find that it was a new game and an extriemly cool new universe

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It is much easier to learn from your own mistakes than from those of other people.
 
      Actually, 'Traveller: 2300' was NEVER intended to be part of the 'Traveller' universe and was never advertised as such. It was a "sequel" of sorts to 'Twilight: 2000', hence the title of the game ('Twilight: 2000'... 'Traveller: 2300'... see the pattern?) which also pertained to the year that the games took place in - 'Traveller: 2300' was set in the 'Twilight: 2000' universe, only 300 years later.

      A year after 'Traveller: 2300' came out, the GDW staff came out with a newly-named version ('2300AD', admittedly to stop the 'Traveller: 2300'/'Traveller' confusion) in which the staff cleaned up a lot of rules errors and typos, and added a lot more info (each alien race got its own section, weapons and items got illustrations, etc.). In my opinion, 2300AD was definitely worth upgrading to from 'Traveller: 2300'!
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      Unlike most posters here, I started playing 'Traveller: 2300'/'2300AD' because of 'Twilight: 2000', NOT because of 'Traveller'/'Megatraveller' (my very first experience with the Traveller universe will come soon with 'GURPS Traveller'
smile.gif
). To this day, I would STILL play a game of '2300AD' (and even 'Twilight: 2000 version 2.2', for that matter
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)... although I can't find anyone else who still plays those games.
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-G


P.S. = Although 'Space: 1889' (ANOTHER game that I enjoyed refereeing... it came out a year after '2300AD' was released
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) followed the same naming pattern as 'Twilight: 2000' and 'Traveller: 2300', it was NOT set in the same universe as the other two. Just thought I'd get that off my chest.
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[This message has been edited by Goodsport (edited 27 June 2001).]
 
&nbsp&nbsp&nbsp&nbsp&nbsp And 'Merc: 2000' was an alternate supplement for 'Twilight: 2000', one in which World War III DIDN'T start in 1995 (and the nukes DIDN'T start flying in 1997), but instead you played as a mercenary in a post Cold War world in the year 2000.

&nbsp&nbsp&nbsp&nbsp&nbsp Just though I'd add that additional bit of info regarding GDW's "naming pattern" tradition.
wink.gif



-G
 
I loved 2300 AD mechanics (I'm a "Task system" type). Saddly combat was a bit lousy...
So I wrote some 15 pages of home rules covering everything from combat to psionics and extra cyberware.
I sometimes go back to my version of 2300AD, and I consider it a part of the Traveller setting.
I even mastered a couple of short campaigns (one on Aurore and one around Earth in the solar system).
 
TRAVELLER 2300 was a good idea with poorly written and edited rules. The second edition (2300AD) was much better, as the rules were edited and expanded. Also, 2300AD had the best aliens of any sci-fi game I've ever played (especially the Pentapods and the Klaxon). The Aslan and Vargr of CT pale in comparison. The Aslan are but poor cousins to Larry Niven's Kzin and the Vargr are a lame excuse for aliens. Couldn't they come up with something a little more original (the Hivers and Droyne are much better). 2300AD combat, however, needed considerable work to make it playable.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Secrect Cow Level:
the Vargr are a lame excuse for aliens. <HR></BLOCKQUOTE>

Says who?

The Puppy People rule.

Arruff.



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I am increasingly of the opinion that RPGs are by the nature of their creation subjective phenomenon. due to the interaction between game designers, game masters, and game players all definitions, rules, settings, and adventures are mutable in acordance with the uncertainty principle as expounded by Heisenburg. This is of course merely my point of view.

David Shayne
 
The Vargr are designed to be easy to "get into" playing. It is a truism of this hobby that a species/culture/ethos that is hard to play properly will be played badly instead...
 
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