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CT-What was right

other thing is really with CT book 1 2 3
you could create scifi,western,medival
or fantasy RPG scenarios...

its really an unlimited RPG in many ways

for the fantasy...all you do is change all the
psionic names to magic names and there ya go
you could even alter some of the skills to
reflect magic too...

AWESOME little setup book 1 2 3...
 
other thing is really with CT book 1 2 3
you could create scifi,western,medival
or fantasy RPG scenarios...

its really an unlimited RPG in many ways

for the fantasy...all you do is change all the
psionic names to magic names and there ya go
you could even alter some of the skills to
reflect magic too...

AWESOME little setup book 1 2 3...
 
The design of the LBB and the box was the first thing that struck me. In a time when every rpg had garish or poorly drawn covers, Traveller was unique.

No weird dice to buy. No zap guns. No talking squirrels. A game even an adult could play. And the mayday quote from the Beowulf on the cover? Masterpiece - really hooked me.
 
The design of the LBB and the box was the first thing that struck me. In a time when every rpg had garish or poorly drawn covers, Traveller was unique.

No weird dice to buy. No zap guns. No talking squirrels. A game even an adult could play. And the mayday quote from the Beowulf on the cover? Masterpiece - really hooked me.
 
a minimum or rules for a maximum of role play.

skills and NO TASK SYSTEM!!! brilliant.

the whole thing was set up for free flowing play - e.g.2d6 has a small, steep distribution which prevents play from getting bogged down in detail.

no "levels" for characters which helps focus the game on to narrative goals.

um....lots more.
 
a minimum or rules for a maximum of role play.

skills and NO TASK SYSTEM!!! brilliant.

the whole thing was set up for free flowing play - e.g.2d6 has a small, steep distribution which prevents play from getting bogged down in detail.

no "levels" for characters which helps focus the game on to narrative goals.

um....lots more.
 
Originally posted by sinistral:
The design of the LBB and the box was the first thing that struck me. In a time when every rpg had garish or poorly drawn covers, Traveller was unique.

No weird dice to buy. No zap guns. No talking squirrels. A game even an adult could play. And the mayday quote from the Beowulf on the cover? Masterpiece - really hooked me.
Thank you!

Also, I think the "task system" was already there in CT, just in a super-primitive form. Remember the giant "8+" in the combat rules? That's your task system.

file_22.gif
 
Originally posted by sinistral:
The design of the LBB and the box was the first thing that struck me. In a time when every rpg had garish or poorly drawn covers, Traveller was unique.

No weird dice to buy. No zap guns. No talking squirrels. A game even an adult could play. And the mayday quote from the Beowulf on the cover? Masterpiece - really hooked me.
Thank you!

Also, I think the "task system" was already there in CT, just in a super-primitive form. Remember the giant "8+" in the combat rules? That's your task system.

file_22.gif
 
Originally posted by FlightCommanderSolitude:

Also, I think the "task system" was already there in CT, just in a super-primitive form. Remember the giant "8+" in the combat rules? That's your task system.

file_22.gif
Agreed! :D
 
Originally posted by FlightCommanderSolitude:

Also, I think the "task system" was already there in CT, just in a super-primitive form. Remember the giant "8+" in the combat rules? That's your task system.

file_22.gif
Agreed! :D
 
For me, CT did the following right:
Skill based
CG minigame
Damage to Attributes
Trade system
Animal system
Ship design is simple, and all elements have game effects. (Bk2 and HG both)
 
For me, CT did the following right:
Skill based
CG minigame
Damage to Attributes
Trade system
Animal system
Ship design is simple, and all elements have game effects. (Bk2 and HG both)
 
:D RAMBLE ALERT
I also think that character generation was one of the better parts of CT. Even the much maligned 'character dies in generation' thing made some sense. It illustrated that the Traveller universe was dangerous, and that your PC is not Superman. While D&D players and listservs I've observed moaned about munchkins and power gamers, Traveller made that kind of play almost impossible.
The inclusion of non-military background careers was a good feature also. It allowed you to create characters with other interests than fighting, and other ways to adventure. The trade rules may have been less than grittily realistic, but it could still be a challenge to keep up with your monthly mortgage payment on the Type A.
I liked the addition of modest psionics rules. Psi powers are an appropriate sci-fi device, but they were constructed in a way that kept the game from getting comic-book ridiculous.
But the biggest thing I appreciate about CT is what I took to calling the 'low-tech approach to high-tech'. Most of the equipment available was a better version of what's available today. PC's still had to get out into the environment and deal with things, unlike ST:TNG, where everything was fixed at a conference table, or by applying the 'gizmo du jour'.
file_28.gif

Of course, I can't overlook all the real world science that I was inspired to learn so I could apply it to my game. I've done my best algebra & geometry work in gaming, not the classroom. I learned about astronomy, physics, chemistry and even a little engineering because of a game. Atari & Nintendo can't claim that kind of educational benefit. :cool: Right now, I'm excited about my kids getting old enough to start playing Traveller, in part so I can teach them astronomy and the rest.

Best Regards,

Bob
 
:D RAMBLE ALERT
I also think that character generation was one of the better parts of CT. Even the much maligned 'character dies in generation' thing made some sense. It illustrated that the Traveller universe was dangerous, and that your PC is not Superman. While D&D players and listservs I've observed moaned about munchkins and power gamers, Traveller made that kind of play almost impossible.
The inclusion of non-military background careers was a good feature also. It allowed you to create characters with other interests than fighting, and other ways to adventure. The trade rules may have been less than grittily realistic, but it could still be a challenge to keep up with your monthly mortgage payment on the Type A.
I liked the addition of modest psionics rules. Psi powers are an appropriate sci-fi device, but they were constructed in a way that kept the game from getting comic-book ridiculous.
But the biggest thing I appreciate about CT is what I took to calling the 'low-tech approach to high-tech'. Most of the equipment available was a better version of what's available today. PC's still had to get out into the environment and deal with things, unlike ST:TNG, where everything was fixed at a conference table, or by applying the 'gizmo du jour'.
file_28.gif

Of course, I can't overlook all the real world science that I was inspired to learn so I could apply it to my game. I've done my best algebra & geometry work in gaming, not the classroom. I learned about astronomy, physics, chemistry and even a little engineering because of a game. Atari & Nintendo can't claim that kind of educational benefit. :cool: Right now, I'm excited about my kids getting old enough to start playing Traveller, in part so I can teach them astronomy and the rest.

Best Regards,

Bob
 
Originally posted by Maladominus:
</font><blockquote>quote:</font><hr />Originally posted by FlightCommanderSolitude:

Also, I think the "task system" was already there in CT, just in a super-primitive form. Remember the giant "8+" in the combat rules? That's your task system.

file_22.gif
Agreed! :D </font>[/QUOTE]--- well ok then, ct had an excellent task system because it was not too formalised and left scope for the ref to relentlessly persue the narrative, all arguments i've heard against this centre on the idea that the ref cannot be trusted....strange for an rpg i think.

but perhaps this belongs in another thread?
 
Originally posted by Maladominus:
</font><blockquote>quote:</font><hr />Originally posted by FlightCommanderSolitude:

Also, I think the "task system" was already there in CT, just in a super-primitive form. Remember the giant "8+" in the combat rules? That's your task system.

file_22.gif
Agreed! :D </font>[/QUOTE]--- well ok then, ct had an excellent task system because it was not too formalised and left scope for the ref to relentlessly persue the narrative, all arguments i've heard against this centre on the idea that the ref cannot be trusted....strange for an rpg i think.

but perhaps this belongs in another thread?
 
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