Playing by the Book
Freelance Traveller
(04 Apr 2016 22:32 UTC)
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Re: [TML] Playing by the Book
shadow@xxxxxx
(05 Apr 2016 01:27 UTC)
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Re: [TML] Playing by the Book
Kurt Feltenberger
(05 Apr 2016 01:37 UTC)
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Re: [TML] Playing by the Book
Kelly St. Clair
(05 Apr 2016 02:39 UTC)
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Re: [TML] Playing by the Book Kurt Feltenberger (05 Apr 2016 03:09 UTC)
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Re: [TML] Playing by the Book
Timothy Collinson
(05 Apr 2016 08:16 UTC)
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Re: [TML] Playing by the Book
Rob Dean
(05 Apr 2016 14:52 UTC)
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Re: [TML] Playing by the Book
Fred Kiesche
(05 Apr 2016 16:29 UTC)
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Re: [TML] Playing by the Book
Jeffrey Schwartz
(05 Apr 2016 14:24 UTC)
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On 4/4/2016 10:38 PM, Kelly St. Clair wrote: > On 4/4/2016 6:36 PM, Kurt Feltenberger wrote: > >> My current project is to find a set of rules that will work with the >> 2003 version of Battlestar Galactica because I absolutely loathe the MWP >> rules and the whole concept that they utilize both for characters and >> vehicles. Traveller could work, but again, once the ships get brought >> into the mix the rules have to be re-written. > > I was staying away from TV, since the OP seemed to have a more > literary focus. But if that's in, then of course I have to mention > Firefly, and (more recently adapted) the Expanse (novels and show). Whether it's literary or visual media, I think the issues remain; once you move beyond the character (and while Traveller models *average* characters moderately well, I don't feel it models exceptional or above average characters well at all) level, Traveller has some rather rigid views on technology and how it works that in a lot of cases is simply not compatible with fiction, regardless of how it is published (visual or literary). How do you model something like Hamilton's "Reality Dysfunction" with the rules? The characters would probably work, but once you moved beyond them to the technology and the chrome of the setting the rules simply fail horribly. Likewise if you try to do the old Star Wars Expanded Universe (then again, IMHO, nothing since WEG's D6 rules was close to capturing that milieu). <soapbox> This is where I think as a gaming community we're shooting ourselves in the foot. This ceaseless pursuit of "one game to rule them all" thinking where if we only do enough research and enough thinking that we'll come up with some sort of rules system that will work for every genre/milieu is a fool's quest. During the 1980s, we had dozens or even hundreds of systems that were created specifically for the milieu they were going to support and thus could be directly tailored to them. If you wanted to play Star Trek, you dug out ST:RPG, or Star Wars you had the SW RPG, and so on. Traveller thrived because, and here I'm speaking in generalities and not specifically about people on this list, back then people actually built their own worlds and took the rules and built those words from the rules. There was genuine creativity and the content of anything we bought (or were fortunate or driven enough to produce for sale) was more important than the packaging or the artwork because the real creativity was within us. Today, everything is canned and usually hacked onto one of about half a dozen or so systems. If it isn't presented in black and white, on glossy paper, with a lion's share of the budget going to artwork and production value, it doesn't sell. And because there's so much that's prepackaged people (again, not this list, because a more creative and innovative bunch I've never met) simply don't take the time and effort to pioneer on their own. Anyway, I guess I really miss the old days when product had heart and were rated on the material, not the production values. Back when GMs/DMs could spend a weekend or a week and create a unique world that would then be developed over a year or more of gaming and finding out what was over the next hill or in the next system. </soapbox> As always, YMMV -- Kurt Feltenberger xxxxxx@thepaw.org/xxxxxx@yahoo.com “Before today, I was scared to live, after today, I'm scared I'm not living enough." - Me