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CT-What was right

parmasson

SOC-14 1K
OK I understand that CT had a few weaknesses but what was right about CT?

1) Characters that fit on a 3x5 index card.
 
OK I understand that CT had a few weaknesses but what was right about CT?

1) Characters that fit on a 3x5 index card.
 
i agree by using the term "simplicity"
and that said you could really build
some neat stuff with just book 1,2,3
very compact..

and CT is the only version i play...
 
i agree by using the term "simplicity"
and that said you could really build
some neat stuff with just book 1,2,3
very compact..

and CT is the only version i play...
 
Yep. CT only, with a few house rules. Can be taught to a new player in a few minutes, and yet I have found it more than adequate for gaming 28 years laters. Suprisingly, i still use my original 1977 vintage books.
 
Yep. CT only, with a few house rules. Can be taught to a new player in a few minutes, and yet I have found it more than adequate for gaming 28 years laters. Suprisingly, i still use my original 1977 vintage books.
 
Things I like about CT:

the character generation gamble

simplicity of the rules system

the combat system - especially damage allocation

ease with which house rules can be included - and that they are encouraged in a few places

experience is at the same rate as character generation gains skills

ship building, ship combat, trading

everything in LBB3

there's a reason we all call it classic...
 
Things I like about CT:

the character generation gamble

simplicity of the rules system

the combat system - especially damage allocation

ease with which house rules can be included - and that they are encouraged in a few places

experience is at the same rate as character generation gains skills

ship building, ship combat, trading

everything in LBB3

there's a reason we all call it classic...
 
have to agree with those that said the chargen is one of the strengths.

after the nightmare of starting with a level-0 d&d character, it was VERY refreshing to have characters start adventuring with a background that could be almost endlessly mined for adventure seeds. even thirty years hence, very few RPGs have this sort of option.
 
have to agree with those that said the chargen is one of the strengths.

after the nightmare of starting with a level-0 d&d character, it was VERY refreshing to have characters start adventuring with a background that could be almost endlessly mined for adventure seeds. even thirty years hence, very few RPGs have this sort of option.
 
Originally posted by Sigg Oddra:
Things I like about CT:
...
Same for me, except ship combat (to be replaced by Starter Traveller's range band system).

I never had a look at the game before summer '04, and I almost immediately fell in love with it.

The game has several things I've never seen in other games before, and I've been playing dozens of RPG's for more than 20 years.
 
Originally posted by Sigg Oddra:
Things I like about CT:
...
Same for me, except ship combat (to be replaced by Starter Traveller's range band system).

I never had a look at the game before summer '04, and I almost immediately fell in love with it.

The game has several things I've never seen in other games before, and I've been playing dozens of RPG's for more than 20 years.
 
CT is elegant. It is just complex enough to do everything that a SFRPG needs to do at its core and it is simple enough to learn quickly and start playing rapidly. The fact that it is still played and continues to gain new players after all these years is a testament to that.

I also, very subjectively, like the fact that it is generic and allows me to use it as a "toolkit" to build my own settings and background for games without having to rely on someone else's universe.
 
CT is elegant. It is just complex enough to do everything that a SFRPG needs to do at its core and it is simple enough to learn quickly and start playing rapidly. The fact that it is still played and continues to gain new players after all these years is a testament to that.

I also, very subjectively, like the fact that it is generic and allows me to use it as a "toolkit" to build my own settings and background for games without having to rely on someone else's universe.
 
Originally posted by philippe tromeur:
Same for me, except ship combat (to be replaced by Starter Traveller's range band system).
Oddly enough I've come to the conclusion that the range band system works better in most role playing situations than clearing the table to use LBB2/Mayday based wargame ship combat ;)

It can shift the emphasis from "what is the ship doing" to "what are your characters doing".
 
Originally posted by philippe tromeur:
Same for me, except ship combat (to be replaced by Starter Traveller's range band system).
Oddly enough I've come to the conclusion that the range band system works better in most role playing situations than clearing the table to use LBB2/Mayday based wargame ship combat ;)

It can shift the emphasis from "what is the ship doing" to "what are your characters doing".
 
1) Three little leaflets ("books") of around 50 pages each forming a complete RPG system.

2) Character generation is a game by itself.

3) Easy to learn, easy to use, easily extendable ship design system.

4) Quick and dirty, "brutally" simple, "brutally" elegant and "brutally" efficient rules for everything from chargen to combat to wounding. By "brutally" I mean a system that does not try to be sophisticated, it just achieves its effect without fussing around. And, for the most part, it works.

5) A pure skill-based system in the age of class-based, level-based systems.

6) A generic system, yet with a few distinguishing features (such as the speed of travel/communications) to help you focus your universe-building efforts.

7) Meshes well with many sci-fi classics. How many alterations will you need to do to CT, for example, to play in the Aliens universe? Somewhat better computers, "androids" that will probably be treated as "humans" rather than LBB8 robots, VERY limited FTL communications (if any) and the need for low passage on long trips. JTAS even has the stats for the xenomorphs!
 
1) Three little leaflets ("books") of around 50 pages each forming a complete RPG system.

2) Character generation is a game by itself.

3) Easy to learn, easy to use, easily extendable ship design system.

4) Quick and dirty, "brutally" simple, "brutally" elegant and "brutally" efficient rules for everything from chargen to combat to wounding. By "brutally" I mean a system that does not try to be sophisticated, it just achieves its effect without fussing around. And, for the most part, it works.

5) A pure skill-based system in the age of class-based, level-based systems.

6) A generic system, yet with a few distinguishing features (such as the speed of travel/communications) to help you focus your universe-building efforts.

7) Meshes well with many sci-fi classics. How many alterations will you need to do to CT, for example, to play in the Aliens universe? Somewhat better computers, "androids" that will probably be treated as "humans" rather than LBB8 robots, VERY limited FTL communications (if any) and the need for low passage on long trips. JTAS even has the stats for the xenomorphs!
 
-Very little magic technology.
(Universal use force fields, shields, phaser guns, FTL radio, infinite fuel supply.)

-Space as a dangerous environment again.
 
-Very little magic technology.
(Universal use force fields, shields, phaser guns, FTL radio, infinite fuel supply.)

-Space as a dangerous environment again.
 
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