On Tue, Feb 16, 2016 at 6:52 PM, Greg Chalik <mrg3105@gmail.com> wrote:Richard, if you want me to unsubscribe from TML, just say that.If this is not what your every other reply is suggesting, then DON'T SAY ANYTHING THAT ISN'T CONTRIBUITING TO THE DISCUSSION.Are you receiving this message clearly?And are you receiving the message clearly that arguing for high-enough tech being able to fix everything perfectly (thus removing broken/inadequate tech as a possible adventuring problem for the players) is not generally considered to be in the spirit of the Traveller rules?
Traveller is necessarily a framework describing the barest of essentials for an infinite universe; obviously rules which could cover every aspect of every possible action would be far larger than these three booklets. A group involved in playing a scenario or campaign can make their adventures more elaborate, more detailed, more interesting, with the input of a great deal of imagination.
The greatest burden, of course, falls on the referee, who must create entire worlds and societies through which the players will roam. One very interesting source of assistance for this task is the existing science-fiction literature. Virtually anything mentioned in a story or article can be transferred to the Traveller environment. Orbital cities, nuclear war, alien societies, puzzles, enigmas, absolutely anything can occur, with imagination being the only limit.
Ever since the 1970s, people have typically failed to distinguish between A) the D&D game and B) the sample playing pieces included with the game. Just about every D&D product is full of monsters from the standard lists, magic items from the standard lists, spells from the standard lists, and etc. I think that shows a reticence to really unleash the imagination.
--Richard Aiken
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