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What do you LOVE about CT?

I liked just about everything in CT, but especially the skill-based CharGen, the vector-based ship combat, and the world generation system (because it made you think hard to explain how some of those stats could be real).

And what other game system gave you a whole slew of drugs to buy for your character?!?!
 
I liked just about everything in CT, but especially the skill-based CharGen, the vector-based ship combat, and the world generation system (because it made you think hard to explain how some of those stats could be real).

And what other game system gave you a whole slew of drugs to buy for your character?!?!
 
I remember as a kid thinking it was neat that with the roll of a couple of dice, I could create entire star systems of my very own. That was kinda cool. Okay, you can actually do that without rolling dice, but the relative unpredictability of it appealed to me. Seeing what came out at the other end.
 
I remember as a kid thinking it was neat that with the roll of a couple of dice, I could create entire star systems of my very own. That was kinda cool. Okay, you can actually do that without rolling dice, but the relative unpredictability of it appealed to me. Seeing what came out at the other end.
 
Originally posted by robject:
The No-Fuss Fun rules were core. The Detailed rules were supplements.

For me, that's the essence of the power of CT.
Very well stated.

The core rules (LBB1-3) were simple, fast and fun.

If the gamers wanted more detailed rules, then they had the option of purchasing the supplements, the Journals, or the various Alien Modules.

This is the essence of CT simplicity.
 
Originally posted by robject:
The No-Fuss Fun rules were core. The Detailed rules were supplements.

For me, that's the essence of the power of CT.
Very well stated.

The core rules (LBB1-3) were simple, fast and fun.

If the gamers wanted more detailed rules, then they had the option of purchasing the supplements, the Journals, or the various Alien Modules.

This is the essence of CT simplicity.
 
A more involved answer than the last one I posted.

I like the way you are encouraged to use your imagination to explain the results of character generation - the types of skills and the order they come, commission, promotion, etc. how well you make the roll by - they all produce a character with a history.

Same thing in a way for world creation and subsector design - you have to use your imagination to explain the results, and before you know it you have a fully fleshed out universe.

Others have said it but it's worth repeating - Traveller writes itself.
 
A more involved answer than the last one I posted.

I like the way you are encouraged to use your imagination to explain the results of character generation - the types of skills and the order they come, commission, promotion, etc. how well you make the roll by - they all produce a character with a history.

Same thing in a way for world creation and subsector design - you have to use your imagination to explain the results, and before you know it you have a fully fleshed out universe.

Others have said it but it's worth repeating - Traveller writes itself.
 
I was attracted the 'High Guard' and 'Trillion Credit Squadron' versions, which in turn prompted me to buy the box set of LBB's. Otherwise I would have probably ignored it. I do like to move back and forth between individual character actions and the 'high level' game. I was primarily a wargamer and miniatures gamer, and still am. I liked the Merchant Prince and Mercenary books, and have a big stack of the LBB's and 'Best Of JTAS' little books. I like all the time saving tables and ideas from 'supplements'.

I liked that I could play solitaire, and play when I felt like it and could make the time, without having to coordinate games with a bunch of other people, which can be a whole campaign in itself, just for a night or two of play.

I can also adapt 'Squad Leader' and use it's counters and boards for mercenary actions and full blown company level simulations on 'low tech' worlds, etc.

I liked the MT rules also. COACC, the Rebellion sourcebook, the Referee's Companion, and then the TNE rules, and I liked Path Of Tears and World Tamers, even though the latter is maddeningly broken in some important places. I also like the GURPS Starports and Far Trader. I liked the little 'Glisten' book.

There's a lot to like about it, for those of us who don't have the time to develop the backgrounds and rules for ourselves. It's not the only Sci-fi game I liked; I also liked Space Opera, too, for a lot of reasons, like it's skill system, definitely better than the Traveller way of handling them, they were much more granular and 'logical' in their prerequisites ans broad selection, and different approaches to rolling up governments and worlds. I especially liked it's treatment of computer systems, which was far to superior to what Traveller was doing at the time.

A lot of it also appeared to be a copy of Traveller in many areas too, which made me wonder if they were violating coyrights, at the time.

Meh, enough of that ...
 
I was attracted the 'High Guard' and 'Trillion Credit Squadron' versions, which in turn prompted me to buy the box set of LBB's. Otherwise I would have probably ignored it. I do like to move back and forth between individual character actions and the 'high level' game. I was primarily a wargamer and miniatures gamer, and still am. I liked the Merchant Prince and Mercenary books, and have a big stack of the LBB's and 'Best Of JTAS' little books. I like all the time saving tables and ideas from 'supplements'.

I liked that I could play solitaire, and play when I felt like it and could make the time, without having to coordinate games with a bunch of other people, which can be a whole campaign in itself, just for a night or two of play.

I can also adapt 'Squad Leader' and use it's counters and boards for mercenary actions and full blown company level simulations on 'low tech' worlds, etc.

I liked the MT rules also. COACC, the Rebellion sourcebook, the Referee's Companion, and then the TNE rules, and I liked Path Of Tears and World Tamers, even though the latter is maddeningly broken in some important places. I also like the GURPS Starports and Far Trader. I liked the little 'Glisten' book.

There's a lot to like about it, for those of us who don't have the time to develop the backgrounds and rules for ourselves. It's not the only Sci-fi game I liked; I also liked Space Opera, too, for a lot of reasons, like it's skill system, definitely better than the Traveller way of handling them, they were much more granular and 'logical' in their prerequisites ans broad selection, and different approaches to rolling up governments and worlds. I especially liked it's treatment of computer systems, which was far to superior to what Traveller was doing at the time.

A lot of it also appeared to be a copy of Traveller in many areas too, which made me wonder if they were violating coyrights, at the time.

Meh, enough of that ...
 
I've said it before and I'll say it again...

You could do anything!

If you wanted to adapt a D&D scenario or port some characters... you could.

You want to adapt a Shadowrun scenario... you could.

Screw canon. Canon is the fun killer.
 
I've said it before and I'll say it again...

You could do anything!

If you wanted to adapt a D&D scenario or port some characters... you could.

You want to adapt a Shadowrun scenario... you could.

Screw canon. Canon is the fun killer.
 
Having begun with Starter Traveller, still CT?

Well, if not, what sold me on the CT milieu was JTAS - the enormous creative universe. It was always fascinating reading as people coming very different backgrounds bringing to life and people taking all they have "learnt" from Science Fiction and applying to a consistant unfolding universe without entirely building a singular campaign whilst learning the ongoing and turns of the Imperial Campaign.

If ST, is still, CT, then the elegant simplicity that invited me to create an universe quickly, easily and resolve action fast and reflected a certain deadlyness.
 
Having begun with Starter Traveller, still CT?

Well, if not, what sold me on the CT milieu was JTAS - the enormous creative universe. It was always fascinating reading as people coming very different backgrounds bringing to life and people taking all they have "learnt" from Science Fiction and applying to a consistant unfolding universe without entirely building a singular campaign whilst learning the ongoing and turns of the Imperial Campaign.

If ST, is still, CT, then the elegant simplicity that invited me to create an universe quickly, easily and resolve action fast and reflected a certain deadlyness.
 
Originally posted by Eduardo:

I liked that I could play solitaire, and play when I felt like it and could make the time, without having to coordinate games with a bunch of other people, which can be a whole campaign in itself, just for a night or two of play.
Others have mentioned this, and it's so true, I have to agree with the bizarrely fascinating solitaire play features of CT.

Chargen, starship building rules, worldgen, and the animal encounter tables gave you the tools to sketch in worlds good enough for adventures. Few steps and simple tables, yet such varied results. And the results were "standard", so you could use someone else's subsectors, starships, and animal encounter tables. A common protocol for Traveller information.

The referee had a spur for the imagination. In part, these helps trained referees on how to think about how adventure backgrounds were built, which over time would make the ref less dependent on the rules themselves. Although I understand them much better than I first did, I haven't left them.
 
Originally posted by Eduardo:

I liked that I could play solitaire, and play when I felt like it and could make the time, without having to coordinate games with a bunch of other people, which can be a whole campaign in itself, just for a night or two of play.
Others have mentioned this, and it's so true, I have to agree with the bizarrely fascinating solitaire play features of CT.

Chargen, starship building rules, worldgen, and the animal encounter tables gave you the tools to sketch in worlds good enough for adventures. Few steps and simple tables, yet such varied results. And the results were "standard", so you could use someone else's subsectors, starships, and animal encounter tables. A common protocol for Traveller information.

The referee had a spur for the imagination. In part, these helps trained referees on how to think about how adventure backgrounds were built, which over time would make the ref less dependent on the rules themselves. Although I understand them much better than I first did, I haven't left them.
 
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