ShapeShifter,
It was a great magazine. I remember several articles, game variants, and even fiction pieces vividly to this day.
Regards,
Bill
I agree it was great!
ShapeShifter,
It was a great magazine. I remember several articles, game variants, and even fiction pieces vividly to this day.
Regards,
Bill
IMTU, I let players change careers just like they do in "Real Life". No muss, no fuss.
Remember, the rules work for you, not the other way around.
...but don't let the inhabitants catch you saying that in this, the Grognard subsector.I'm new to CT and my attitude is one that embraces flexibility and inventiveness, a philosophy regarded as heretical in these parts.
o:
@fartrader: My advice to new RPGers (whether with CT, D&D or what you may please) is "RPGs are a DIY hobby. Make it your own. Adapt. Change. Expand. But under no circumstances let anyone convince you that you must follow the rules at all times as if they were Holy Writ graven in marble tablets. If you don't fancy something, change it! Don't be afraid to customise it. And most importantly: don't let grognards, those irritable, grey mutton-chops, boss you around!"
YMMV.![]()
Granted, this comes from MGT but I thought I'd point it out because the wording is more clear than the section titled 'A Final Word' on the last page of LBB3. I recommend Canon/OTU police re-read this section of the CT rules.Once an individual Traveller Referee starts running a game, the Official Traveller Universe becomes that Referee’s Traveller Universe. Fans often use abbreviations like MTU (My Traveller Universe) and YTU (Your Traveller Universe) when discussing this. What this all means is that once you get your hands on this book, the Traveller Universe (TU) becomes YOURS. You decide what concepts to ignore, which ones to use and which ones to replace with something that fits the setting you want to play in more closely.
Grognard though I may qualify to be called, I hold to the Talmudic view of the rules - there are the Written Rules, and there are the Unwritten Rules. Where I depart from the views of such 'sages' as E. Gary Gygax and Kevin Siembada is in which of these is paramount; it has been held that these 'sages' deny the Unwritten Rules entirely, whereas I hold that chief among all of the Rules is an Unwritten one, to wit: "An ye like it not, change it.". Remember that, and go forth and play.
He did say that the more closely you follow the written rules, the more easily players & characters from different campaigns can fit in, therefore following the rules is generally the best way to go, but he always... always, supported making changes you feel need to be made for the good of your campaign.