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What is really realistic?

I guess I love a gritty, Traveller experience, but I also like a more cinematic experience, reflecting that these people are better than the average everyday person... as is expected for characters at the center of great tales!
 
I guess I love a gritty, Traveller experience, but I also like a more cinematic experience, reflecting that these people are better than the average everyday person... as is expected for characters at the center of great tales!
 
I tend to go for swinging-from-the-chandeliers action, and "Sure, you can function in vacuum... lose an end every end seconds" type fast and loose with rules and science.

The "realism" of the universe isn't a big issue for me. Far more important are interesting places to "have been from" and places to "meet new and interesting people."

In fact, given a choice between realistic thrusters and T-plates, I'd take T-plates almost every time. Better for the story.
 
I tend to go for swinging-from-the-chandeliers action, and "Sure, you can function in vacuum... lose an end every end seconds" type fast and loose with rules and science.

The "realism" of the universe isn't a big issue for me. Far more important are interesting places to "have been from" and places to "meet new and interesting people."

In fact, given a choice between realistic thrusters and T-plates, I'd take T-plates almost every time. Better for the story.
 
Hi !

IMTU "realism" means, that I try to let NPC's act like real persons, with real motivations and reasonable actions. Usually I don't like it very much, if the story starts to become a satire or comedy, but sometimes this happens and could be enjoyable, too.
Player characters don't have to be superheros as I usually try to adapt and prepare the story to PC individual abilities.
For the fictional part I try to present technological stuff with very sharp and detailed behaviour and properties, on which the players could rely on.
This means that even fictional object behaves in a very defined way and are embedded well into the more realistic parts. I don't really care, if those things have a real world scientific base, but I try to make them appear so.
(For the programmers: the "fictional" objects have well defined methods and properties and thus could interact with other "real" objects in a pretty way).

regards,

TE
 
Hi !

IMTU "realism" means, that I try to let NPC's act like real persons, with real motivations and reasonable actions. Usually I don't like it very much, if the story starts to become a satire or comedy, but sometimes this happens and could be enjoyable, too.
Player characters don't have to be superheros as I usually try to adapt and prepare the story to PC individual abilities.
For the fictional part I try to present technological stuff with very sharp and detailed behaviour and properties, on which the players could rely on.
This means that even fictional object behaves in a very defined way and are embedded well into the more realistic parts. I don't really care, if those things have a real world scientific base, but I try to make them appear so.
(For the programmers: the "fictional" objects have well defined methods and properties and thus could interact with other "real" objects in a pretty way).

regards,

TE
 
Originally posted by Malenfant:

My problem with the OTU is that it looks like MWM arbitrarily decided on the axioms of the setting - e.g. habitable planets around impossible stars, small worlds that have to be superdense to hold atmospheres, every system is populated, everything's an exception, and so on - and then threw in some realism (the tables and equations in the "astronomical data" part of CT book 6) as an afterthought.
Looks that way to me too. I think Mal's right.

The OTU (and Traveller, probably) isn't all that gritty. I'm thinking 2300/2320 is where the grit's at. And since 2320 essentially uses T20's ship design framework, there are more compatabilities now.


I reckon we'll have a working fusion reactor within the next 25 years, if ITER gets off the ground properly. They'll be big and clunky, but I don't think it's impossible.
I hope so.


I think "habitable worlds", if they have a compatible ecosystem, will be very dangerous to Terran life until cures for all the common diseases found there are created. If anything, I'd reckon that uninhabitable worlds might be safer for humans to live on because they don't have that threat! But it does underline how hostile the universe is.
This sounds reasonable.

Jack McDevitt rocks. Hutch is my kind of pilot.
 
Originally posted by Malenfant:

My problem with the OTU is that it looks like MWM arbitrarily decided on the axioms of the setting - e.g. habitable planets around impossible stars, small worlds that have to be superdense to hold atmospheres, every system is populated, everything's an exception, and so on - and then threw in some realism (the tables and equations in the "astronomical data" part of CT book 6) as an afterthought.
Looks that way to me too. I think Mal's right.

The OTU (and Traveller, probably) isn't all that gritty. I'm thinking 2300/2320 is where the grit's at. And since 2320 essentially uses T20's ship design framework, there are more compatabilities now.


I reckon we'll have a working fusion reactor within the next 25 years, if ITER gets off the ground properly. They'll be big and clunky, but I don't think it's impossible.
I hope so.


I think "habitable worlds", if they have a compatible ecosystem, will be very dangerous to Terran life until cures for all the common diseases found there are created. If anything, I'd reckon that uninhabitable worlds might be safer for humans to live on because they don't have that threat! But it does underline how hostile the universe is.
This sounds reasonable.

Jack McDevitt rocks. Hutch is my kind of pilot.
 
Originally posted by mickazoid:
There's a few mechanisms I use in my games that aren't in the CT rules to provide 'cinematic realism' more than 'rules realism' [...]

1. Write your adventures like movies - one, two or three Acts, each with one or more Scenes.
Is that similar to the EPIC system?


4. Use Luck points as well as experience points. Assign 1-3 upon completion of each Act - based not on die rolls but on inventive and quality play that advances character or storyline development. Any number of Luck points can be spent to get another chance at the die roll, and the player can choose which of the rolls to accept as his own.
This sounds like one of the alternate uses of Jack-of-all-Trades, except it's like a JoT that gets "charged up" and "paid out".


5. If skill rolls are required for crucial 'dramatic'-Scene actions (starting the engines before the ship crashes into the sun, negotiating with the tribal leader before he drops the party in the volcano, climbing up the computer core and dropping the nanobots into the processors, coordinating the airstrikes on the enemy compound, etc.), use 3-4 rolls of increasing difficulty to represent steps to completing the task.
This is neat, and reminds me of a method one of our refs used some years ago.
 
Originally posted by mickazoid:
There's a few mechanisms I use in my games that aren't in the CT rules to provide 'cinematic realism' more than 'rules realism' [...]

1. Write your adventures like movies - one, two or three Acts, each with one or more Scenes.
Is that similar to the EPIC system?


4. Use Luck points as well as experience points. Assign 1-3 upon completion of each Act - based not on die rolls but on inventive and quality play that advances character or storyline development. Any number of Luck points can be spent to get another chance at the die roll, and the player can choose which of the rolls to accept as his own.
This sounds like one of the alternate uses of Jack-of-all-Trades, except it's like a JoT that gets "charged up" and "paid out".


5. If skill rolls are required for crucial 'dramatic'-Scene actions (starting the engines before the ship crashes into the sun, negotiating with the tribal leader before he drops the party in the volcano, climbing up the computer core and dropping the nanobots into the processors, coordinating the airstrikes on the enemy compound, etc.), use 3-4 rolls of increasing difficulty to represent steps to completing the task.
This is neat, and reminds me of a method one of our refs used some years ago.
 
Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
1. Write your adventures like movies - one, two or three Acts, each with one or more Scenes.
Is that similar to the EPIC system?
</font>[/QUOTE]Never played it, I dunno (I'm so old school I never bought a non-LBB Traveller book (besides 'The Traveller Book', of course), but it might be similar! I took a class in good screenwriting and I just find the structure of Acts/Scenes and the use of Standard/Dramatic alternatives is the best way to encourage good 'story arcs'... in order to avoid both the stultifyingly boring and the neverendingly tense games alike, and to encourage ongoing character 'elaboration'.

Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
4. Use Luck points as well as experience points. Assign 1-3 upon completion of each Act - based not on die rolls but on inventive and quality play that advances character or storyline development. Any number of Luck points can be spent to get another chance at the die roll, and the player can choose which of the rolls to accept as his own.

This sounds like one of the alternate uses of Jack-of-all-Trades, except it's like a JoT that gets "charged up" and "paid out".
</font>[/QUOTE]Yep, and it has the bonus of leaving the decision to the player whether to cash in the Luck points or use them for skill development (XP). Great way to balance individual char development and storyline development - and since you get Luck points based on storyline development in the first place, the whole thing is a postitive feedback loop that just helps the story over and over.

Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
5. If skill rolls are required for crucial 'dramatic'-Scene actions (starting the engines before the ship crashes into the sun, negotiating with the tribal leader before he drops the party in the volcano, climbing up the computer core and dropping the nanobots into the processors, coordinating the airstrikes on the enemy compound, etc.), use 3-4 rolls of increasing difficulty to represent steps to completing the task.
This is neat, and reminds me of a method one of our refs used some years ago.
</font>[/QUOTE]I love it - it really helps the players (like me and some in my group) who often choose non-combative characters (diplomats, scientists, doctors, nobles, scouts, etc.) to be integral to the storyline.
 
Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
1. Write your adventures like movies - one, two or three Acts, each with one or more Scenes.
Is that similar to the EPIC system?
</font>[/QUOTE]Never played it, I dunno (I'm so old school I never bought a non-LBB Traveller book (besides 'The Traveller Book', of course), but it might be similar! I took a class in good screenwriting and I just find the structure of Acts/Scenes and the use of Standard/Dramatic alternatives is the best way to encourage good 'story arcs'... in order to avoid both the stultifyingly boring and the neverendingly tense games alike, and to encourage ongoing character 'elaboration'.

Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
4. Use Luck points as well as experience points. Assign 1-3 upon completion of each Act - based not on die rolls but on inventive and quality play that advances character or storyline development. Any number of Luck points can be spent to get another chance at the die roll, and the player can choose which of the rolls to accept as his own.

This sounds like one of the alternate uses of Jack-of-all-Trades, except it's like a JoT that gets "charged up" and "paid out".
</font>[/QUOTE]Yep, and it has the bonus of leaving the decision to the player whether to cash in the Luck points or use them for skill development (XP). Great way to balance individual char development and storyline development - and since you get Luck points based on storyline development in the first place, the whole thing is a postitive feedback loop that just helps the story over and over.

Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
5. If skill rolls are required for crucial 'dramatic'-Scene actions (starting the engines before the ship crashes into the sun, negotiating with the tribal leader before he drops the party in the volcano, climbing up the computer core and dropping the nanobots into the processors, coordinating the airstrikes on the enemy compound, etc.), use 3-4 rolls of increasing difficulty to represent steps to completing the task.
This is neat, and reminds me of a method one of our refs used some years ago.
</font>[/QUOTE]I love it - it really helps the players (like me and some in my group) who often choose non-combative characters (diplomats, scientists, doctors, nobles, scouts, etc.) to be integral to the storyline.
 
Boy am I glad that I moved this discussion from “LBB6 system generation questions” or we would have trashed that thread by now. ;)

Carry on good posters!
 
Boy am I glad that I moved this discussion from “LBB6 system generation questions” or we would have trashed that thread by now. ;)

Carry on good posters!
 
"What is 'real'?" -- Morpheus

while traveller is held to be a "realistic" game and appeals to "realism" are common, one cannot help but notice three definite limits to the realism the game is able to support.

the first is the game itself. a game is, after all, fundamentally unreal and can handle only so much realistic detail. those who try to design combat systems run up against this limit all the time. reality is finely detailed and enormously complex, but in attempting to match it in a game there are only so many buckets of dice to throw and voluminous charts to consult and massive algorithms to process before the game becomes impossible to play in a time frame that most players will accept.

the second is the players themselves. there is only so much they know, only so much they can absorb, only so much information that the referee can handle and process and present in a timely fashion. ultimately a "realistic" game must relate to what the players know is true or believe may be possible or are willing to rationalize, and to what the referee can handle.

the third is the goal of the game, which in the end is to experience another life. anything which interrupts this or does not contribute to this, no matter how real, just isn't part of the game reality.

these three limits on game realism may have different effects and weights on particular matters. for example, computer sizes in traveller are simply no longer real to many players - they simply cannot accept the rules as originally presented, and thus take action to write more realistic rules. another example is any one of the traveller combat systems in use. while most are acknowledged to be weak or broken, most people accept one or another of them as being the best possible. a third example is assertions that various astronomical stellar arrangements are mandatory or are not possible. many referees, busy with other matters and faced with players who wouldn't notice one way or the other and finding no game relevance in the assertion, ignore it and move on.

in short, realism in a game can be addressed by considering three issues. one, do we have time for it or not? second, is it acceptable or unacceptable? three, does it contribute to why the game is played or is it just a distraction? if all the players are satisfied with how these issues are answered then the game will be as realistic as it needs to be.
 
"What is 'real'?" -- Morpheus

while traveller is held to be a "realistic" game and appeals to "realism" are common, one cannot help but notice three definite limits to the realism the game is able to support.

the first is the game itself. a game is, after all, fundamentally unreal and can handle only so much realistic detail. those who try to design combat systems run up against this limit all the time. reality is finely detailed and enormously complex, but in attempting to match it in a game there are only so many buckets of dice to throw and voluminous charts to consult and massive algorithms to process before the game becomes impossible to play in a time frame that most players will accept.

the second is the players themselves. there is only so much they know, only so much they can absorb, only so much information that the referee can handle and process and present in a timely fashion. ultimately a "realistic" game must relate to what the players know is true or believe may be possible or are willing to rationalize, and to what the referee can handle.

the third is the goal of the game, which in the end is to experience another life. anything which interrupts this or does not contribute to this, no matter how real, just isn't part of the game reality.

these three limits on game realism may have different effects and weights on particular matters. for example, computer sizes in traveller are simply no longer real to many players - they simply cannot accept the rules as originally presented, and thus take action to write more realistic rules. another example is any one of the traveller combat systems in use. while most are acknowledged to be weak or broken, most people accept one or another of them as being the best possible. a third example is assertions that various astronomical stellar arrangements are mandatory or are not possible. many referees, busy with other matters and faced with players who wouldn't notice one way or the other and finding no game relevance in the assertion, ignore it and move on.

in short, realism in a game can be addressed by considering three issues. one, do we have time for it or not? second, is it acceptable or unacceptable? three, does it contribute to why the game is played or is it just a distraction? if all the players are satisfied with how these issues are answered then the game will be as realistic as it needs to be.
 
Sometimes realism can keep in the way of the game & time spent running a game, The best example the time-killer is the Midkemia (I hope I remember how it's spelled, its been years)system (before Raymond Feist became a best-selling writer). The GM & some of the players liked it's realism our D&D game was transferred over to it. We tended to avoid combat because it was a time killer. A example is a fight against an Orge-Magi that would have lasted 5 minutes in D&D, instead it lasted 20 minutes (the Orge-Magi blocked 2 critical hits) & we retreated, leaving the monster alive. Thank god the game system was short-lived.
 
Sometimes realism can keep in the way of the game & time spent running a game, The best example the time-killer is the Midkemia (I hope I remember how it's spelled, its been years)system (before Raymond Feist became a best-selling writer). The GM & some of the players liked it's realism our D&D game was transferred over to it. We tended to avoid combat because it was a time killer. A example is a fight against an Orge-Magi that would have lasted 5 minutes in D&D, instead it lasted 20 minutes (the Orge-Magi blocked 2 critical hits) & we retreated, leaving the monster alive. Thank god the game system was short-lived.
 
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