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Is CT still enjoyable today?

Originally posted by Klaus:
Actually the first 3 LBBs are quite workable, you are right S4.

However, there were several areas that it didn't cover, that later supplements did, and this is where it starts to become unworkable.
I find myself kinda-agreeing with what you said, and kinda not.

Can you give me an example of where you think CT is unworkable?
 
Originally posted by Klaus:
Actually the first 3 LBBs are quite workable, you are right S4.

However, there were several areas that it didn't cover, that later supplements did, and this is where it starts to become unworkable.
I find myself kinda-agreeing with what you said, and kinda not.

Can you give me an example of where you think CT is unworkable?
 
Originally posted by rsitalyct:
...

1) In your opinion is CT still enjoyable today? I mean ... it is from 1977, the weapons
(for example) are almost all from the past (yes there are a couple of laser weapons) ...
so is it aged well in your opinion and it is still good to play today?
Are you using more modern weapons, computers, ships etc ... or are you still using the
original ones? in your adventures the messages from a planet to another are still sent using ships or are sent using powerful radio transmitters?

2) is it playable also solitaire? how you rate it solitaire? at the start I'll have to play alone.
(BTW I have read about a LONE WOLF rules used to play alone from a site called Hide in the attic,
but I can't find these rules and the site ... can you help me?)

...

Hello, Roberto, and welcome!

To answer your questions:

1) Yes. YES. YES! In fact, yes to all your questions in this section. IMHO, Classic Traveller has aged better than any other RPG, probably due to the elegance and simplicity of its design. Some of the concepts may seem outdated (computers, for example), yet the idea of an Imperium which has passed in and out of several dark age periods can even make some of those flaws plausible. A supremely playable game, it just requires imagination on the part of the referee (GM) and players. The lack of illustrations in the original books has helped prevent it from becoming as dated as other games from its era, I think.

2) Solitaire play, completely absent in most other RPGs, is easy and can be very rewarding in Classic Traveller . Again, the more imagination you bring to the game, the more fun you will have.

Good luck, and — enjoy!
 
Originally posted by rsitalyct:
...

1) In your opinion is CT still enjoyable today? I mean ... it is from 1977, the weapons
(for example) are almost all from the past (yes there are a couple of laser weapons) ...
so is it aged well in your opinion and it is still good to play today?
Are you using more modern weapons, computers, ships etc ... or are you still using the
original ones? in your adventures the messages from a planet to another are still sent using ships or are sent using powerful radio transmitters?

2) is it playable also solitaire? how you rate it solitaire? at the start I'll have to play alone.
(BTW I have read about a LONE WOLF rules used to play alone from a site called Hide in the attic,
but I can't find these rules and the site ... can you help me?)

...

Hello, Roberto, and welcome!

To answer your questions:

1) Yes. YES. YES! In fact, yes to all your questions in this section. IMHO, Classic Traveller has aged better than any other RPG, probably due to the elegance and simplicity of its design. Some of the concepts may seem outdated (computers, for example), yet the idea of an Imperium which has passed in and out of several dark age periods can even make some of those flaws plausible. A supremely playable game, it just requires imagination on the part of the referee (GM) and players. The lack of illustrations in the original books has helped prevent it from becoming as dated as other games from its era, I think.

2) Solitaire play, completely absent in most other RPGs, is easy and can be very rewarding in Classic Traveller . Again, the more imagination you bring to the game, the more fun you will have.

Good luck, and — enjoy!
 
"it just requires imagination on the part of the referee (GM) and players"


This is where so many younger people lose it... through computers, movies, video games, and "modern role-playing systems", they are so used to being spoon-fed all data and images that they have lost (or never developed) the capacity for true imagination.


A few years ago, Aviation Week & Space Technology magazine (~2002, if I remember right... I can't find my copy of the article right now) ran a report, which detailed the findings of a study comissioned by Boeing and several other aerospace firms.

The study was looking at the steadily shrinking numbers of US-born research engineers entering the field, and the dissatisfaction with the performance those that did by their older peers. The new engineers seemed to be an exceptionally unimaginative and non-creative bunch, and they wanted to know why.


The report found that the capacity for creative imagination was formed primarily between 2 and 5 years of age, with the cut-off for development of an imagination at around 10.

It also found that there was a direct correlation between lack of exposure to visual media and imagination... the more visual media (movies, tv, and "early start" computers) a child experienced at an early age, the lower their imagination scores.

The less visual media a child was exposed to, the greater their creative imagination... due to having to, from an early age, form images and pictures in their own minds of what is going on in stories, etc.

The same correlation was found between "structured play" and "free-form play"... having to come up with your own amusement was, amazingly, a powerful force in developing creativity.


To get back to RPGs, with today's society, creativity is less common, as reflected in the current crop of "everything is here, with lots of illustrations, just follow the charts and it is all done for you" mega-rules games.


That is why many of todays gamers don't like CT... it requires them to create, not just read the rules, scenarios, and results of rolls from the books.
 
"it just requires imagination on the part of the referee (GM) and players"


This is where so many younger people lose it... through computers, movies, video games, and "modern role-playing systems", they are so used to being spoon-fed all data and images that they have lost (or never developed) the capacity for true imagination.


A few years ago, Aviation Week & Space Technology magazine (~2002, if I remember right... I can't find my copy of the article right now) ran a report, which detailed the findings of a study comissioned by Boeing and several other aerospace firms.

The study was looking at the steadily shrinking numbers of US-born research engineers entering the field, and the dissatisfaction with the performance those that did by their older peers. The new engineers seemed to be an exceptionally unimaginative and non-creative bunch, and they wanted to know why.


The report found that the capacity for creative imagination was formed primarily between 2 and 5 years of age, with the cut-off for development of an imagination at around 10.

It also found that there was a direct correlation between lack of exposure to visual media and imagination... the more visual media (movies, tv, and "early start" computers) a child experienced at an early age, the lower their imagination scores.

The less visual media a child was exposed to, the greater their creative imagination... due to having to, from an early age, form images and pictures in their own minds of what is going on in stories, etc.

The same correlation was found between "structured play" and "free-form play"... having to come up with your own amusement was, amazingly, a powerful force in developing creativity.


To get back to RPGs, with today's society, creativity is less common, as reflected in the current crop of "everything is here, with lots of illustrations, just follow the charts and it is all done for you" mega-rules games.


That is why many of todays gamers don't like CT... it requires them to create, not just read the rules, scenarios, and results of rolls from the books.
 
Originally posted by BlackBat242:
That is why many of todays gamers don't like CT... it requires them to create, not just read the rules, scenarios, and results of rolls from the books.
I'm glad I was born when I was, then! :D

Just last night, an inspiration hit me, and you're seeing the results in the very simple Classic Traveller sensor rules thread.

That was all conceived and written last night.

Just need to play-test it now (and have you mongrels peruse it, take it apart, and make sure I didn't forget somethin').

S4
 
Originally posted by BlackBat242:
That is why many of todays gamers don't like CT... it requires them to create, not just read the rules, scenarios, and results of rolls from the books.
I'm glad I was born when I was, then! :D

Just last night, an inspiration hit me, and you're seeing the results in the very simple Classic Traveller sensor rules thread.

That was all conceived and written last night.

Just need to play-test it now (and have you mongrels peruse it, take it apart, and make sure I didn't forget somethin').

S4
 
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