CyborgPrime
SOC-12
Done. With choices with 5 only choices allowed? Pshaw.
LOL - I want to know which are MOST important, not ALL the ones you like.

Done. With choices with 5 only choices allowed? Pshaw.
there are some of us for whom the moment you make it online &/or multi-player, you lose us as potential customersI would say, and this is no endorsement or advertisement for, Eve Online, and similar sci-fi MMORPG's would be the point of departure for a Traveller based game. To make a video game fun for Traveller, you need to make it multi-player. Encourage people through the game mechanics to form parties--temporary or permanent--to make things happen. Using NPC's should definitely be inferior to grouping up.
There should be avenues for business / commerce, PvP, PvE, R&D (like designing your own ship), etc. Without all that, it really isn't Traveller.
On the other hand, if you don't it won't make money these days. Single player has limited appeal as the game play generally has a set storyline attached to it.there are some of us for whom the moment you make it online &/or multi-player, you lose us as potential customers
any MMO version requires, essentially, ignoring or chamging jump time, and ceases to be Traveller.On the other hand, if you don't it won't make money these days. Single player has limited appeal as the game play generally has a set storyline attached to it.
Where you have it multi-player you limit the party size and keep it 'small ship.' Players could organize as a party short-term or long-term to do stuff. You could play such a game solo too and enjoy it.
I mean, that's the thing right?any MMO version requires, essentially, ignoring or chamging jump time, and ceases to be Traveller.
It doesn't require it, though if you're linking game time to real time, a lot of it's going to be just a chat-room equivalent with token housekeeping (farming?) for a week at a time.any MMO version requires, essentially, ignoring or chamging jump time, and ceases to be Traveller.
Doesn’t have to map 1:1 to real-time. 2 hours day 1 night, a comfortable 3 hours of play or 5 for hardcore sessions.It doesn't require it, though if you're linking game time to real time, a lot of it's going to be just a chat-room equivalent with token housekeeping (farming?) for a week at a time.
Common people not "heroic" PC's. Typical are regular joe types, not super heroes with special abilities. It is one of the main things that separates Traveller from other franchises; though recently, other games are encroaching that space.What of that experience stands out as "Traveller"?
THIS.Common people not "heroic" PC's. Typical are regular joe types, not super heroes with special abilities. It is one of the main things that separates Traveller from other franchises; though recently, other games are encroaching that space.
Combat also, Traveller has NPC's and PC's die just the same, thus why combat is considered deadly.Nothing emphasizes "you're not that special" quite so much as dying during character creation.
Or the stopping of a bullet. Possibly in Char Gen.The point is that your character contributes something to the story or adventure.
Even if it's only the sharpness of his wit.
But no canonical Traveller does. (GT and HT both have it as an advantage, but HT isn't canon, and GT rules mechanics aren't canon except for GT.)Some games have luck as a characteristic.
Some games have luck as a characteristic.
The world is becoming a bigger place. The Luck characteristic exists in an official Traveller Book. Unless MGT2 is not Traveller?But no canonical Traveller does. (GT and HT both have it as an advantage, but HT isn't canon, and GT rules mechanics aren't canon except for GT.)