rosswinn

joined 1 month ago
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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?

[–] rosswinn@ttrpg.network 1 points 2 days ago

genuinely overpriced.

 

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.

[–] rosswinn@ttrpg.network 1 points 1 week ago

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

[–] rosswinn@ttrpg.network 2 points 1 week ago

It does add a certain visual flair, however. Thanx!

[–] rosswinn@ttrpg.network 1 points 2 weeks ago (1 children)

It is much faster than a GM fiat.

[–] rosswinn@ttrpg.network 1 points 2 weeks ago

Great to hear, and thanx for the free setting. I'd love some discussions of the 2d6 mechanics, probability, and how that can affect play. I like all the discussions: crunchy (system), shiny (look and style), and fluffy (trappings and tech).

[–] rosswinn@ttrpg.network 1 points 2 weeks ago

Feel free to start some.

[–] rosswinn@ttrpg.network 2 points 2 weeks ago

I have one eye that works, so the one-eyed man is KING!

[–] rosswinn@ttrpg.network 3 points 2 weeks 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.-

[–] rosswinn@ttrpg.network 1 points 2 weeks ago (3 children)

I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’”

Oh, GM Fiat... I always preferred the GM Camaro, but you do you... ;-)

[–] rosswinn@ttrpg.network 2 points 1 month ago

As an example, Theatrix had a great system for dealing with very slow skill progression that seemed to work really well with classic Traveller back in the day.

[–] rosswinn@ttrpg.network 2 points 1 month ago* (last edited 1 month 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.

 

For fans of Traveller specifically.

 

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?

[–] rosswinn@ttrpg.network 5 points 1 month ago

Let’s all join both!

 

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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