[-] [email protected] 2 points 5 days ago

Just a few ideas. First of all, I think using Pirates of Drinax is an excellent idea because it's a great sandbox. Second, I think it's a great opportunity to collaboratively run your game between the three of you. You can say, "I want to do this." One of your friends can say, "I want to do that," and somebody else can say, "I want to do that." Using those three things, you can build a concept. I'm really interested to hear regular updates, Maybe even a blog that each of you writes an entry into in sequence; so you write the first, the second person writes the second, the third person writes the third, so that we can really get a multiple perspective view of what's going on and how it works. Also consider documenting by either audio recording or YouTube video or something so that you guys can reference it when you're in the next session. Definitely record keeping is gonna be a big part of this.

[-] [email protected] 3 points 1 week ago

Well, to start out with, Traveler was the second game I ever played in 1977, just a few weeks after I started playing Dungeons & Dragons. I think the pulpy goodness and the references to the Age of Sail give a really great roleplaying environment. Traveller really created the concept of the big story arc within the game, and the lifepath system. Both really give you a lot of information that you can use to create a fun character. Combat is pretty deadly and I think that helps encourage role-playing. There are some anachronisms and things that don't really make sense in a modern context. However, I think you can really leave those if the rest of this setting makes sense to you.

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conversation (ttrpg.network)
submitted 1 week ago by [email protected] to c/[email protected]

Hey guys, I am a little disappointed that there aren't more comments and more engagement in the group. Does anyone have any cool spacecraft designs? Great weapons? Game ideas? Questions? Let us know.

[-] [email protected] 2 points 4 weeks ago

What do you think are the most important things to have as auxiliary systems on battle draft?

15
Battle Dress (ttrpg.network)
submitted 1 month ago by [email protected] to c/[email protected]

Battle Dress in the Imperium is complex and generally misunderstood. If you were designing Battle Dress and it didn't currently exist in the Third Imperium what capabilities would it have? Would there be integral weapons? Electronic Warfare? Would the exoskeleton add strength or just endurance? Inquiring minds want to know.

[-] [email protected] 3 points 2 months ago

Shannon's work on game history is stellar. I ordered it immediately upon publication and it sits proudly on my coffee table.

[-] [email protected] 2 points 2 months ago* (last edited 2 months ago)

I'd definitely study the evolution of the hobby using books like The Elusive Shift (Petersen), Role-Playing Game Studies: Transmedia Foundations (Deterding, Zagal) and Designers & Dragons: A History of the Roleplaying Game Industry (Appelcline). Once the students had a grounding in the history I would suggest a unit on Dice and Probability, the Mechanics and influence on settings.

  • D&D for level and progression, and contrasting that against Palladium's approach.
  • Traveller for the lifepath concept as well as the developing of universal setting.
  • Hero System and the rise of point based mechanics, contrasting with GURPS.
  • Interlock (Mekton, Cyberpunk) and the emergence of Unified Game Mechanics, maybe contrast with Atlas Games All Flesh Must Be Eaten, et al.
  • Vampire, and the development of Dice Pools and the rise of “splats” as a business model.
  • Over The Edge and Amber Diceless as differing approaches to non-traditional RPGs.
  • Sorcerer, indie games, The Forge, and the story game movement. See also gamist/narrativist/simulationist as styles of play.
  • D&D 3.0 and the OGL explosion.
  • Apocalypse World and the New Wave of RPGs as a reaction to OGL. (one man's opinion).
[-] [email protected] 2 points 2 months ago

Sorry, yes, terms are considered ten years IMTU.

3
submitted 2 months ago by [email protected] to c/[email protected]
[-] [email protected] 2 points 3 months ago

Yes, 2013, 2020, and RED are. I am not certain about 3e as I wasn't a contributor.

[-] [email protected] 2 points 3 months ago

Just curious, as a former 2020 freelancer I occasionally check in.

[-] [email protected] 3 points 3 months ago

Why just RED? Why not a wider group?

1
submitted 3 months ago by [email protected] to c/[email protected]

Do you have a design language or set aesthetic for starships, spacecraft, or weapons in your Traveller Universe? I feel like that after 5,000 years of spacefaaring civilization Humaniti would have some very efficient design ideas. Examples could be all weapons are bullpup configurations because of aiming advantages, or starships tend to be spherical because of the geometry of the jump field. What do you think?

17
submitted 3 months ago by [email protected] to c/[email protected]

Saw a discussion on reddit today and thought it might be interesting. Name the system, media influences, and basic plot ideas. Mine is: Over The Edge, Film Noir: Four friends in 1935 are involved in a plane crash in the desert and end up in Al Amarja. Stuck without papers or passports, the group is forced to take piece work from the criminal element to survive. A cross between The Maltese Falcon, Naked Lunch, The Lost Weekend, and Sullivan's Travels.

[-] [email protected] 3 points 3 months ago

I have never met a dice-pool mechanic I didn't dislike or despise. What makes your compelling?

[-] [email protected] 3 points 4 months ago

• I refer to this as the 'Video Game Rule'. In the last thirty years the visual aspects of the hobby have become more important because we’re think we are ‘competing’ with video games. Once we realize we are making a different kind of experience it allows the story (that is the narrative elements) to outshine the graphics, if you will.-

[-] [email protected] 2 points 4 months ago* (last edited 4 months ago)

I have always done this randomly since 1977. I was a kid but my mom and godmother were huge ERA supporters and it just seemed correct.

1
submitted 4 months ago by [email protected] to c/[email protected]

For fans of Traveller specifically.

1
submitted 4 months ago by [email protected] to c/[email protected]

I have I think 14 or 15 different versions of Traveller. From classic first edition, to tiny fan-based Traveller Hero and Action! System Traveller. Although these versions give me a wide variety of rules and systems, I still use many other games to provide character and flavor. Games like Theatrix, Mekton Zeta, Last Exodus, and High Colonies. So what systems and settings influence your Traveller settings and series?

1
Welcome to Traveller (ttrpg.network)
submitted 4 months ago by [email protected] to c/[email protected]

In my humble opinion no RPG community is complete without a small forum to discuss the Grandfather of SF RPGs. posts and comments regarding any of the fifteen editions of the game are welcome.

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rosswinn

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