Smile when you say that.If you need rules to add depth to your roleplaying experience, then you're not roleplaying.
Hans
Smile when you say that.If you need rules to add depth to your roleplaying experience, then you're not roleplaying.
The main failing of CT is the characters have NO DEPTH compared to more modern systems released later. CT characters are a bare bones string of numbers only.
GURPS allows for TRUE role-playing characters, with advantages, disadvantages and quirks - just like REAL people.
Mongoose Traveller adds desperately needed detail to the CT bare bones string of numbers.
That's like saying that if you need spice to flavor your food, you're not really eating. Use inappropriate types and/or amounts of spice and you ruin the food; use inappropriate types and/or amount of rules and you ruin the game. But if you don't use any rules at all, or too few, you get a bland, tasteless mess.If you need rules to add depth to your roleplaying experience, then you're not roleplaying.
That's one thing that sorta blows me away about CT. It was never portrayed as a kludgey glommed together mess. The rules are pretty much what the authors intended as they stand. They printed them practically unchanged from the very beginning several times-- LBB's 1-3, Starter Traveller, The Traveller Book. (MegaTraveller was not the same sort of jump as OD&D to AD&D was... and T4 is basically Marc saying... "I pretty much meant what I said the first time.")
I'm getting off topic, and starting to sound like a fanboy,
Yeah, because debates over system versions are SO nugatory. What's important is the OTU setting :devil:.I'd rather hear the positive stuff than wade through the usual polite flame wars over system versions.
I've been tempted to say to my GURPS players, "just make up a character. Take advantages and disadvantages and skills that you want to roleplay. I don't care about points." If I ever do, I'll let you know the results.If you really wanted to roleplay various character traits, you'd do so without them also providing points for the skills your character will use. Unless you're really just min-maxing in the best tradition of munchkinism, that is.
That's like saying that if you need spice to flavor your food, you're not really eating. Use inappropriate types and/or amounts of spice and you ruin the food; use inappropriate types and/or amount of rules and you ruin the game. But if you don't use any rules at all, or too few, you get a bland, tasteless mess.
Some GMs are lucky enough to be able to provide just the right amount of guidance on their own, and those lucky stiffs can do just fine with a minimalist rules set. But to assume that anyone who needs more is "not really roleplaying" is something which I can't describe adequately without falling afoul of the moderators.
Hans
That's like saying that if you need spice to flavor your food, you're not really eating.
"Imagination may be required to explain a tech level 4 civilization in an asteroid belt, or a high population world with a participating democracy for a government." -- Book 3
"The problem is that the amount of imagination required to explain multiple tech level 4 societies in asteroid belts rises expontentailly with the number." -- Me.
Only to understand what TL4 really means... they don't produce much, and what they do produce is sheet iron, cast iron, and simple non-IC electronics..."Imagination may be required to explain a tech level 4 civilization in an asteroid belt, or a high population world with a participating democracy for a government." -- Book 3
"The problem is that the amount of imagination required to explain multiple tech level 4 societies in asteroid belts rises expontentailly with the number." -- Me.
Some people just need more imagination.
As for quirks, there are regular thread at SJGames discussing whether proposed quirks are "quirky" enough or whether they're just another way to pad a character's point total.
In order to understand how best to use the rules, you have to understand why we have rules at all. A roleplaying experience can be done, and done very easily, without any rules at all. The referee describes the world, the player or players describe their actions, the referee decides and communicates the results. That is roleplaying at its most basic level, and also at its very best. The free-form interaction between players and referees is what all good roleplaying concentrates on.
So why have rules at all?
Two reasons. First, players often want an objective means of predicting the results of certain familiar actions. They want the reassurance that their success or failure from one situation to another is based on something more concrete than the referee's mood or their own ability to come up with a glib explanation of why they ought to succeed.
Second, the referee has only so much mental energy to expend on decisions and descriptions. To the extent that that energy is expended on adjudicating routine, recurring events, there is that much left to make the unique and important events really sparkle.
Rules are the solution. Rules, such as combat, travel, task resolution, and so on, are provided to relieve the referee of the need to continually think about what is or is not important to their success and to give the players a sense of an objective reality. But that means that rules are here to liberate players and referees from mundane concerns and allow them to focus on the meat of roleplaying. Rules are never provided to limit the imagination or options of players or the referee. Always bear this in mind when using the rules.
For example, the world-generation rules provide extensive tables which will generate worlds and star systems which fit into some generally accepted norms of astronomy. How should you use them to generate a world? Start by deciding what kind of world you want. The tables will tell you the most important features which need to be defined, so go ahead and make up those values (like size, atmosphere, water, etc.) to be whatever best fits your view of the world. They don't even have to correspond to the individual entries on the table. If you decide that the world doesn't need to be all that exotic, though, and you don't feel like lavishing that much creative energy on it, pick values off the table that define the world you want. If you decide that you don't even care what the world is like at all, and just want a different world, any different world, then roll dice and consult the tables.
I'll disagree. GURPS introduced advantages and disadvantages as a way to create balanced characters. If I, as GM, tell my players to create 150 point character with 40 points of disads, they have a sense that their characters are equals.GURPS didn't introduce advantages, disadvantages, and quirk to let gamers roleplay better, those things were introduced to allow gamers to use the points associated with them and build more munchkin-like characters.
Right. I have had a blast playing GURPS in every genre. It's my system of preference for most anything. But there are systems I prefer for other genres. I like D&D for fantasy. And while I have played GT, I find CT to be more enjoyable.The big strong point of GURPS is you can model anything you want with it and the system has so many options and dials you can turn it into exactly what you're trying to do.