I did spend an awful lot of time in college designing vehicles with Striker...but to me it was fun (one of the reasons I really like Traveller: there is so much solo stuff you can do. some of which can even be used in games )Striker was just as bad in that you needed a computer to design anything, and you should get 6 hours of college credit for learning it. Fire Fusion and Steel should qualify you for a Masters Degree..... Just MHO.
See I like the treatment of Basic character creation with the special duty rolls.Mike, I agree completely, the design rules were a mess. Also they should have only gone to using the Mercenary/High Guard character system rather than the basic one in CT. Also completely agree to start the campaign in 1116.
How to have fixed MT if there had been the interwebs back then so we could have contributed.
1 - only one character generation method - either expanded for all careers or just stick with the basic careers plus special duty, decorations could be tied to the result of survival and special duty rolls.
2 - no task library - emphasis should be placed on only rolling the dice when absolutely necessary and the majority of "tasks" should be made up on the spot.
. . . Also they should have only gone to using the Mercenary/High Guard character system rather than the basic one in CT. . . .
See I like the treatment of Basic character creation with the special duty rolls.
My problem is with the over specialization of skills, but I am a fewer broader skills school. Actually that isn't totally true with the edition of characteristic DMs a broader selection of skills acquired at Zero level makes more sense.
That’s a pretty good one.I rather like a simple house-rule that I believe ATPollard introduced here on CotI (I can't find the post) for Advanced CharGen that lets you take advantage of all of the additional detail of that system without generating characters with skill-levels that break the 2D6 bell curve during task resolution checks:
This gives you the same number of skills as Adv CharGen, but the Skill levels in those skills are comparable to Basic CharGen.
- Generate characters as normal using the Advanced CharGen system;
- During a 4-year term, simply tally off to the side what skills were actually rolled (per roll) during CharGen for that term;
- After CharGen is complete for the term, look at what was rolled for skills for the entire term:
- Pick 2 rolls as skill+1 to add to what you already have;
- The rest are all specified 0-level skill familiarizations for your character (and they do not add anything if you already have it noted)
They were a layer over Striker in many specifics. While that certainly had effects that were less than desirable the basics were strong enough to have worked properly. The problem was that they presented that pile of tables with very little context and substandard guidance.Mike, I agree completely, the design rules were a mess.
I could just never get over the feeling of a lost rudder ...
It is almost like someone said "Hey I have a great idea" and everyone said, "Wow neat let's do it" and then once they blew up the universe, they had no clue where to go"
Weirdly though the best design sequence DGP ever wrote was their 1st draft of Book8 robots, which they released in the first three issues of Travelers Digest.And to me, Striker was utterly unusable unless you wanted to spend all your time doing vehicle minutia, and were interested in where the turbo-flush went on the grav tank.
Not knowing Striker in depth, at least it gave vehicle rules, as for CT has no good rules for them...And to me, Striker was utterly unusable unless you wanted to spend all your time doing vehicle minutia, and were interested in where the turbo-flush went on the grav tank.