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D&D for Dummies

Originally posted by Fritz88:
We don't want no stinkin' dummies playin' Traveller!
Too Late!
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Originally posted by Andrew Boulton:
Thankfully, Traveller is well-written enough not to need another book to explain it.
Um, can someone explain MT's vehicle construction rules to me then? (so that they work.... *grin*)

There are parts of Traveller's various eras that could use their own 'For Dummies' books (Hey, now there's a great idea for some limited-license work - explaining and providing examples of some of the most classically challenging aspects of traveller - system generation, vehicle construction, etc).
 
Originally posted by cweiskircher:
And how abot LBB 2 Ship Design?
Well, let me make a stab at it - take a certain size hull, say 200 tons, and then take a whole bunch of components. Add the tonnage of the parts up, and if they are more than 200 tons, start taking things out until you have exactly 200 tons or less (if less, then you have space for cargo).

This is what someone said to me, and I didn't parse it out until I rebuilt the yacht to be jump-2, 2-g. (I'll put the stats up sometime, but I'm waiting to hear from Tanuki.)
 
Originally posted by Straybow:
</font><blockquote>quote:</font><hr />Originally posted by Andrew Boulton:
Thankfully, Traveller is well-written enough not to need another book to explain it.
What's that jump masking thing about? :confused:

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</font>[/QUOTE]and what about jump torpedos?
 
This the one area that I would endorse a board game version of Traveller settings (as a RPGer, I tend to shy away from board games as my imagination is much larger than any board - save this one). [Just being a recent father probably has swayed my thinking in this regard.]

So perhaps a well crafted book that would explain basic concepts like Combat (Personal or Starship), a trading mission, exploring/diplomacy linked together in an interconnected set of rulebooks with a small sample RPG adventure at the end...now, if you are ready this is where if you buy the T20 Handbook, you could take the adventure to these levels of enjoyment...and at the same time have many different levels of play for the board game.

Afterall, it has been relatively successful that the big names of the industry have taken a chance and won. The secret would be make it have a wider appeal and attract the kids who just walk into a toy store...and ask:

"Can you buy me a copy of Rimward Trader?"
 
Originally posted by Kirth:
D&D for Dummies
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AD&D 1st edition wasn't that hard too learn, let alone 3/3.5
I'd say either is when compared to a modern boardgame with lessons learned from Eurogames*. A good boardgame can provide as much fun as a RPG session, can be learned and started within minutes, requires no additional material or equipment, and can be replayed many times. Usually they aren't that expensive either with good wood and thick card components. Places like boardgamegeek.com are highly recommended for finding examples.

There's room for both.

As for the Dummies books, despite the name they're often quite good for getting quickly up to speed on a subject you're unfamiliar with. I personally have a few though don't need this particular book, having started with "Holmes/Sutherland" Basic D&D (link). If it looks good I may purchase it for a cousin of mine.

Honestly Traveller could use something like this. The line is heavily carried in bookstores (i.e. publicity) and a good overview is very helpful to detailed settings as with the new Tekumel RPG (link). Additionally Traveller suffers from a certain disjointed accretion and several points of dispute and it couldn't hurt for a book to lay out a summary of such things in one chapter. Along with a Far Side-esque cartoon of a reenactment of a TML pirate near-c rock flamewar and many warning symbols pointing out such topics when they appear in the book.

* or certain earlier games like some of the older Avalon Hill games

[edit 20050326] near-c, Holmes/Sutherland[/edit]
 
Originally posted by Casey:
Along with a Far Side-esque cartoon of a reenactment of a TML pirate near c-rock flamewar and many warning symbols pointing out such topics when they appear in the book.
Are we mixing metaphors, Casey, or is this a variation on one or the other? :D
 
Originally posted by Fritz88:
Are we mixing metaphors, Casey, or is this a variation on one or the other? :D
That should be near-c rock FWIW.

Heh. Well the TML has flamewars on both pirates in the OTU and the feasibility of near-c rocks. Occasionally they merge for one hot brewup. It would make for a fun cartoon I think. Pirate near-c rocks ON FIRE?
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