For me Classic Traveller is one of the games I'm generally confident I can run at short notice. I first encountered it in the 70s but my rather elderly memory seems to recall a more complete game.
I'm working from the long, black floppy book reprints and I have to hand The Classic Books 0-8 and The Classic Supplements 1-13, with more available with a trip to my gaming archives later in the week.
I've got three characters rolled up using Book 1 and I'm trying to run things as written, more or less.
Here are the things I'm missing, some of which must have been house ruled or read from other sources:
* Details of skill rolls for starship crew skills
* A 15 or 25mm scale combat system with action points
* The Scout Belt secret
I can probably improvise quite a lot, I've been playing RPGs since '77 but I fear that I'll try to rewrite everything if I start to fill in the gaps from scratch ... I've always felt that guass weapons should preceed workable laser technology, for example.
I'm getting better at sniffing out where the rules are hidden, or mentioned obliquely, but I'm not up to speed again yet.
I'm working from the long, black floppy book reprints and I have to hand The Classic Books 0-8 and The Classic Supplements 1-13, with more available with a trip to my gaming archives later in the week.
I've got three characters rolled up using Book 1 and I'm trying to run things as written, more or less.
Here are the things I'm missing, some of which must have been house ruled or read from other sources:
* Details of skill rolls for starship crew skills
* A 15 or 25mm scale combat system with action points
* The Scout Belt secret
I can probably improvise quite a lot, I've been playing RPGs since '77 but I fear that I'll try to rewrite everything if I start to fill in the gaps from scratch ... I've always felt that guass weapons should preceed workable laser technology, for example.
I'm getting better at sniffing out where the rules are hidden, or mentioned obliquely, but I'm not up to speed again yet.