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Pay No Attention To That Man...

Let me clarify myself...

(sounds of slapping in the background) :confused:

I never did have a problem with TNEs setting, I just thought 70 years was way too short a time for a galactic empire collapse. If they had made it 200, or even better, 700 years, I would have liked it a lot more. ;)

No doubt you have seen this, but I post it for reference:

Alternate Vision - Commentary

Doing something similar, but much more extreme IMTU to explain many things...
file_22.gif


I must admit, between choosing skills and having to relearn dice rolls (low is good?) I never could wrap my head around TNE...though it is a good read and reference source. I just might check out TNE:1248. Who is responsible for it?
 
Let me clarify myself...

(sounds of slapping in the background) :confused:

I never did have a problem with TNEs setting, I just thought 70 years was way too short a time for a galactic empire collapse. If they had made it 200, or even better, 700 years, I would have liked it a lot more. ;)

No doubt you have seen this, but I post it for reference:

Alternate Vision - Commentary

Doing something similar, but much more extreme IMTU to explain many things...
file_22.gif


I must admit, between choosing skills and having to relearn dice rolls (low is good?) I never could wrap my head around TNE...though it is a good read and reference source. I just might check out TNE:1248. Who is responsible for it?
 
Let me clarify myself...

(sounds of slapping in the background) :confused:

I never did have a problem with TNEs setting, I just thought 70 years was way too short a time for a galactic empire collapse. If they had made it 200, or even better, 700 years, I would have liked it a lot more. ;)

No doubt you have seen this, but I post it for reference:

Alternate Vision - Commentary

Doing something similar, but much more extreme IMTU to explain many things...
file_22.gif


I must admit, between choosing skills and having to relearn dice rolls (low is good?) I never could wrap my head around TNE...though it is a good read and reference source. I just might check out TNE:1248. Who is responsible for it?
 
Originally posted by Dominion Loyalty Officer:
I just might check out TNE:1248. Who is responsible for it?
1248 page. Along with the playtest files currently available in the Moot.


General 1248 note:
I currently have reservations about some aspects (it's still in playtest though) but like any other setting I can tweak it as needed. As is it's IMO more "open" and playable than I find TNE or T4 to be (esp. core book wise). While both of the above are more open to player actions than earlier Traveller versions I find they lend themselves to certain types of play. 1248 arguably has a wider range of possible types of play built in.

I think that if TNE had been set in 1248, had had a "better" layout and artwork, and had had alien chargen and ship design in the core book I would have bought and played it when it was out. This isn't meant to slam TNE or TNE players (I like bits of the TNE books nowadays and am hardly uncritical of 1248), just that I didn't pick up TNE back then for various reasons. After reading comments from LKW and DN I better understand why TNE is, well TNE.


Please note that I preordered the 1248 book when first made available (long ago when dinosaurs roamed the earth ^_^ ) and have/had access to the playtest files so I am biased.


- Casey steps off the soapbox
file_23.gif
 
Originally posted by Dominion Loyalty Officer:
I just might check out TNE:1248. Who is responsible for it?
1248 page. Along with the playtest files currently available in the Moot.


General 1248 note:
I currently have reservations about some aspects (it's still in playtest though) but like any other setting I can tweak it as needed. As is it's IMO more "open" and playable than I find TNE or T4 to be (esp. core book wise). While both of the above are more open to player actions than earlier Traveller versions I find they lend themselves to certain types of play. 1248 arguably has a wider range of possible types of play built in.

I think that if TNE had been set in 1248, had had a "better" layout and artwork, and had had alien chargen and ship design in the core book I would have bought and played it when it was out. This isn't meant to slam TNE or TNE players (I like bits of the TNE books nowadays and am hardly uncritical of 1248), just that I didn't pick up TNE back then for various reasons. After reading comments from LKW and DN I better understand why TNE is, well TNE.


Please note that I preordered the 1248 book when first made available (long ago when dinosaurs roamed the earth ^_^ ) and have/had access to the playtest files so I am biased.


- Casey steps off the soapbox
file_23.gif
 
Originally posted by Dominion Loyalty Officer:
I just might check out TNE:1248. Who is responsible for it?
1248 page. Along with the playtest files currently available in the Moot.


General 1248 note:
I currently have reservations about some aspects (it's still in playtest though) but like any other setting I can tweak it as needed. As is it's IMO more "open" and playable than I find TNE or T4 to be (esp. core book wise). While both of the above are more open to player actions than earlier Traveller versions I find they lend themselves to certain types of play. 1248 arguably has a wider range of possible types of play built in.

I think that if TNE had been set in 1248, had had a "better" layout and artwork, and had had alien chargen and ship design in the core book I would have bought and played it when it was out. This isn't meant to slam TNE or TNE players (I like bits of the TNE books nowadays and am hardly uncritical of 1248), just that I didn't pick up TNE back then for various reasons. After reading comments from LKW and DN I better understand why TNE is, well TNE.


Please note that I preordered the 1248 book when first made available (long ago when dinosaurs roamed the earth ^_^ ) and have/had access to the playtest files so I am biased.


- Casey steps off the soapbox
file_23.gif
 
Originally posted by kafka47:
The Vargr are also independent enough to take orders from no machine. Remember, Vargr Charisma depends upon deeds not words.
Kafka,

And yet, Oekhsos' anti-Imperial tirades are enough to send the Vargr over the border in waves. And not just 400dTon corsairs either, major naval assets too. Go figure.

The Rebellion Sourcebook does hint that these anti-Imperial feelings already exist and that Oekhsos merely voices them in a manner the Vargr find compelling.

As for "deeds, not words", if Vargr following Oekhsos' recommendations gain in charisma, Oekhsos does too.


Have fun,
Bill
 
Originally posted by kafka47:
The Vargr are also independent enough to take orders from no machine. Remember, Vargr Charisma depends upon deeds not words.
Kafka,

And yet, Oekhsos' anti-Imperial tirades are enough to send the Vargr over the border in waves. And not just 400dTon corsairs either, major naval assets too. Go figure.

The Rebellion Sourcebook does hint that these anti-Imperial feelings already exist and that Oekhsos merely voices them in a manner the Vargr find compelling.

As for "deeds, not words", if Vargr following Oekhsos' recommendations gain in charisma, Oekhsos does too.


Have fun,
Bill
 
Originally posted by kafka47:
The Vargr are also independent enough to take orders from no machine. Remember, Vargr Charisma depends upon deeds not words.
Kafka,

And yet, Oekhsos' anti-Imperial tirades are enough to send the Vargr over the border in waves. And not just 400dTon corsairs either, major naval assets too. Go figure.

The Rebellion Sourcebook does hint that these anti-Imperial feelings already exist and that Oekhsos merely voices them in a manner the Vargr find compelling.

As for "deeds, not words", if Vargr following Oekhsos' recommendations gain in charisma, Oekhsos does too.


Have fun,
Bill
 
Originally posted by Casey:
I currently have reservations about some aspects (it's still in playtest though) but like any other setting I can tweak it as needed.[/qb
Casey,

I too have reservations about the M:1248 materials. It may still be in playtest officially, however I believe the mateials are pretty much set. Only gross errors in canon will be corrected.

Without violating playtest confidentiality, I find a few underlying concepts in M:1248 hard to swallow and a few other events far too 'fantastic' for a Traveller setting.

[qb]As is it's IMO more "open" and playable than I find TNE or T4 to be (esp. core book wise). While both of the above are more open to player actions than earlier Traveller versions I find they lend themselves to certain types of play. 1248 arguably has a wider range of possible types of play built in.
I must agree. However, IM extremely HO, M:1248 tends towards a style of play that has never been a Traveller style; i.e. the fantastic.

Please note that I preordered the 1248 book when first made available (long ago when dinosaurs roamed the earth ^_^ ) and have/had access to the playtest files so I am biased.
I really need to pre-order my copy. I do have playtest access though.

My comments aside, M:1248 is going to sell like ice water in hell.


Have fun,
Bill
 
Originally posted by Casey:
I currently have reservations about some aspects (it's still in playtest though) but like any other setting I can tweak it as needed.[/qb
Casey,

I too have reservations about the M:1248 materials. It may still be in playtest officially, however I believe the mateials are pretty much set. Only gross errors in canon will be corrected.

Without violating playtest confidentiality, I find a few underlying concepts in M:1248 hard to swallow and a few other events far too 'fantastic' for a Traveller setting.

[qb]As is it's IMO more "open" and playable than I find TNE or T4 to be (esp. core book wise). While both of the above are more open to player actions than earlier Traveller versions I find they lend themselves to certain types of play. 1248 arguably has a wider range of possible types of play built in.
I must agree. However, IM extremely HO, M:1248 tends towards a style of play that has never been a Traveller style; i.e. the fantastic.

Please note that I preordered the 1248 book when first made available (long ago when dinosaurs roamed the earth ^_^ ) and have/had access to the playtest files so I am biased.
I really need to pre-order my copy. I do have playtest access though.

My comments aside, M:1248 is going to sell like ice water in hell.


Have fun,
Bill
 
Originally posted by Casey:
I currently have reservations about some aspects (it's still in playtest though) but like any other setting I can tweak it as needed.[/qb
Casey,

I too have reservations about the M:1248 materials. It may still be in playtest officially, however I believe the mateials are pretty much set. Only gross errors in canon will be corrected.

Without violating playtest confidentiality, I find a few underlying concepts in M:1248 hard to swallow and a few other events far too 'fantastic' for a Traveller setting.

[qb]As is it's IMO more "open" and playable than I find TNE or T4 to be (esp. core book wise). While both of the above are more open to player actions than earlier Traveller versions I find they lend themselves to certain types of play. 1248 arguably has a wider range of possible types of play built in.
I must agree. However, IM extremely HO, M:1248 tends towards a style of play that has never been a Traveller style; i.e. the fantastic.

Please note that I preordered the 1248 book when first made available (long ago when dinosaurs roamed the earth ^_^ ) and have/had access to the playtest files so I am biased.
I really need to pre-order my copy. I do have playtest access though.

My comments aside, M:1248 is going to sell like ice water in hell.


Have fun,
Bill
 
Originally posted by Raelian:
Speaking of Darrians,

The star trigger that sent them into the dark night was a fluke. They werent able to recreate it...so they just use it as a threat to keep the Zhodani at bey. There's only 5 Darrian's who of course hold this info...thats why they where psy helmets to keep Zhodani spies from figuring out their bluff and running rough shod over there Confederation.

(little off topic... I know)

Raelian
The secret behind the star trigger was the focus of the adventure in the CT Darrians alien module.

Later canon assumes that the Darrians learned how to make the star trigger work.
 
Originally posted by Raelian:
Speaking of Darrians,

The star trigger that sent them into the dark night was a fluke. They werent able to recreate it...so they just use it as a threat to keep the Zhodani at bey. There's only 5 Darrian's who of course hold this info...thats why they where psy helmets to keep Zhodani spies from figuring out their bluff and running rough shod over there Confederation.

(little off topic... I know)

Raelian
The secret behind the star trigger was the focus of the adventure in the CT Darrians alien module.

Later canon assumes that the Darrians learned how to make the star trigger work.
 
Originally posted by Raelian:
Speaking of Darrians,

The star trigger that sent them into the dark night was a fluke. They werent able to recreate it...so they just use it as a threat to keep the Zhodani at bey. There's only 5 Darrian's who of course hold this info...thats why they where psy helmets to keep Zhodani spies from figuring out their bluff and running rough shod over there Confederation.

(little off topic... I know)

Raelian
The secret behind the star trigger was the focus of the adventure in the CT Darrians alien module.

Later canon assumes that the Darrians learned how to make the star trigger work.
 
Thanks for the Darrian's info Sig.

I just read the Darrian's sourcebook this week and was a little surprised by the adventure part myself....but man that could be a good campaign hook..

Thanks again,

Raelian
 
Thanks for the Darrian's info Sig.

I just read the Darrian's sourcebook this week and was a little surprised by the adventure part myself....but man that could be a good campaign hook..

Thanks again,

Raelian
 
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