Only in as much as it requires only a little work to move stuff from CT to MGT; going the other way is a HUGE pain in the tuchus.
It doesn't seem to me that it would be much more work than moving from MT back to CT.
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Only in as much as it requires only a little work to move stuff from CT to MGT; going the other way is a HUGE pain in the tuchus.
Depends on how much structure you want. I prefer to roleplay. You apparently prefer to roll dice.
I want to tell you about my impressions: ...
Actually, I believe you and I are very similar in our tastes.
MgT has a very structured, well defined system for resolving situations. Most people choose a game like MgT at least in part because they don't want to be winging it. There is a long list of specific skills to be used in combination with specific attributes so that resolution is consistent and uniform.
What I have found (in my own experience) is that this kind of play isn't my cup of tea. Players tend to look at their character sheets and make a die roll to solve problems rather than play out and describe details of the situation at hand.
For some reason you are making a ton of assumptions about me. I don't know why.
LiNeNoiSe;565192. said:Having actually played Traveller in '77-78, I can tell you that most of us would've winged it. It would be almost entirely up to what the players did. If they did something stupid, there'd be a firefight. If one of them gave a brilliant roleplaying performance, they would succeed. Either way, there wouldn't be any dice rolled, so it wouldn't matter which rules you were using.
at least in part because they don't want to be winging it.
Having said that, I go back and forth on this. I understand what your saying, role playing not roll playing. I get it. But what if your not a great role player? You enjoy the game. You enjoy everyone else's role playing but you're just no good. What then? Are they just screwed?
I believe the GM should FIRMLY be in control of the game. How ever players, if they're being reasonable and think it's fair, will go along with GM fiat until they are not being reasonable or think it's not fair. What then? Do you as the GM back off or do they have to suck it up and move on?
I (currently today, it could change) think their should be a die roll involved After they have role played to determine the outcome.
I dunno. I just though this could use more discussion.
...If we get the Referee sub-forum set up I look forward to talking about these matters there.
Interesting, of your list there are only three I don't know about (Hollowpoint, Blades of the Iron Throne, and The Nightmares Underneath) and I have half of your list on my own shelves (ok, Pendragon and Apocalypse World I only have in PDF). I do have many more than that on my shelf though... And even more in PDF form...On my shelf I currently have:
- Lamentations of the Flame Princess
- Classic Traveller
- Burning Wheel
- RuneQuest 2nd Edition
- HeroQuest in Glorantha
- King Arthur Pendragon
- Primetime Adventures
- The Mountain Witch
- Sorcerer
- Sorcerer & Sword
- Mouse Guard
- Hollowpoint
- Blades of the Iron Throne
- The Nightmares Underneath
- Apocalypse World
- Whitehack
Actually, I believe you and I are very similar in our tastes.
This is one of the reasons I prefer CT over MgT.
MgT has a very structured, well defined system for resolving situations. Most people choose a game like MgT at least in part because they don't want to be winging it. There is a long list of specific skills to be used in combination with specific attributes so that resolution is consistent and uniform. I believe this difference is one of the key differences which determine whether someone will choose a game like CT over MgT (or the other way). Game design has moved to much more structured rules over the decades in which a die roll is used to solve problems.
What I have found (in my own experience) is that this kind of play isn't my cup of tea. Players tend to look at their character sheets and make a die roll to solve problems rather than play out and describe details of the situation at hand.
For some reason you are making a ton of assumptions about me. I don't know why. I certainly have pissed you off. I don't know why.
As to roll vs role play...
First, I've come to dislike that phrase. Ultimately, my feeling is if dice aren't hitting the table, I'm not sure we're playing a game. On the flip side, I don't like the style of play a couple folks have pointed out here where the rolls dominate the game and it feels like some sort of board game. I also feel like role playing can actually look like different things. It isn't just speaking in character, and in fact, I believe role playing can occur with almost no 1st person in character speech.
Among other things, the roll play is literally what computer RPGs HAVE to do, and is a far more powerful built-in assumption/cultural training about 'how games work' then even D&D.
The OSR crowd prefer their RPGs to be presented in the old adventure gaming rules style. The 1st-Gen games like The Traveller Book, and AD&D 1st Edition.When I read MgT is felt like "corrected" Traveller. You've lost me on OSR.
It isn't just speaking in character, and in fact, I believe role playing can occur with almost no 1st person in character speech.
Thank you Welf!As someone a bit younger (well, 28, so I don't really feel very young anymore) than a lot of people here (at least that's what the polls told me) on the forums and being quite new to Traveller I want to tell you about my impressions:...
...By this I would say older versions have a bad image. Additionally Traveller 5 is horrible if you give it to most people new to Traveller or, even worse, to people starting their roleplaying-career at all...
...In comparison MgT is easy to start with, easier to obtain and doesn't give you the impression of being outdated. In contrast it seems to be up to date and might attract people new to it...
...If you want to attract more people to Traveller and maybe get them to look into the older versions, you should start simple. People expect newer versions to be the newer ones for a reason. Because they believe they are updated, have refined rules and so on....
The younger players have a different view of the game...
Thank you Welf!
I have cherry picked the good stuff. This is the uphill battle we "older" gamers need to address within ourselves. Some of the challenge is production values. Some is reputation.
My daughter who is 20 now will not play Traveller because she heard about CT death during chargen. I did not tell her as I was trying to get her to play MgT 1e! She was 15 at the time. I swear I did not tell her. She also did not like CT lack of graphics. Remember LBB 1-3 does not even have Keith art. Finally, where is her cybernetic arm with integral 5-shot laser? (There was an anime she liked. Her catchphrase is "Talk to the hand!") She likes MgT2e precisely because lack of chargen death is baked into the rules, there is artwork and the modern tropes are easily found.
A Renaissance is not just about old people with evolving ideas. It is also about new people and their ideas. Those damned kids :rofl: (Just kidding Welf!)
Traveller can't "make a comeback." And it is in no need of renaissance. It never went away. Different versions that deliver different kinds of play and different kinds of fun are readily available right now. What people are talking about on a website or what number of units are being sold in a hobby shop has nothing to do with whether you, or you, or me wants to sit down and play the game with friends.
There are people playing Original Dungeons & Dragons right now. There are people playing RuneQuest 2nd Edition right now. There are people playing Mongoose Traveller, Fate, and Dungeon World right now. And that is because someone set up a game and people showed up and the game happened.
To expect more... to expect somehow that everyone is going to care about what you care about given all the options and limits on time is a kind of craziness. Because at the end of the day when it comes to RPGs only one thing matters:
You pick up a game you want to play. You gather some folks. You play.