RainOfSteel
SOC-14 1K
He would need to finish his grav pong.
Something to be avoiding in all RPGs at all costs, or at least, the dreariest most depressing elements of it, at least, unless you like that, boy. (SLA Industries is a pretty dark game... You should look over the Blam! RPG, too.)
Trying to pick up some skills. Auto Rifle-2, Mechanical-1, and Revolver-1 does not a character make.
If you need Medical-3 to be considered a Doctor, then no it isn't. From just about the only example available, level-3 is professional.
How ridiculous. The CT career system creates barely-skilled about-to-be-old-men in space.![]()
Personally, I've always found a 50/50 mix of role-playing and roll-playing to be the most fun of all.Learn the difference between role-playing and roll-playing. You will have more fun.
Snip...
Trying to pick up some skills. Auto Rifle-2, Mechanical-1, and Revolver-1 does not a character make.
Action/Adventure role-playing isn't real life. That's more or less the point.Boy, what do you think real life is?
Assuming that's true (and I don't think it was ever stated flat out anywhere), the rules have a huge problem with granularity.Second, a level 1 IS a professional level.
First of all, what's that character doing having a career after his Army duty? Shoulda been adventuring already.
Revolver-1 gets you on most rural sherif's forces. Lot's of fun busting meth labs. Watch "Justified" for ideas.
Mechanic 1 is the average mechanic at your car dealership, better than your average home mechanic. Might actually know how to up the horsepower with out potentially throwing a rod. Knows that just adding horsepower doesn't help without more torque. Hot-rodder? Black-market vehicle mainten
There's a reason why people think CT is deficient in 33 years' worth of improvements and refinements. It's pretty obvious, really. This is today, not 33 years ago. CT was amazing, 33 years ago. But, and this is the point that makes quite a bit of difference, it's not 33 years ago any more.Almost every RPG (including all the MMORPG computer games) that followed it (and OD&D) owes something to the ideas that those products began. Anyone who kicks it away because they have been spoiled by 33 years of improvements and refinements, playtesting and experience is not using their brain, much.
Anyone who kicks it away because they have been spoiled by 33 years of improvements and refinements, playtesting and experience is not using their brain, much.
I'd say that's an excellent reason to "kick it away" actually. I don't want to play a game from 1977 - I want to play a game that does have all of those improvements and refinements accumulated from the rest of the 30+ years of industry, that ideally is from the current century, or at least from the past 20 years. I have no interest in playing an antiquated fossil (whether that is the game itself or the character I play in that game).
And thanks for the gratuitous and unnecessary insult, by the way.o:
I like the minimalist approach myself. I don't WANT to have to look up every niggling little detail in a vast tome. I am the REF.
I cannot properly express my opinion of that notion without annoying the moderators. Let me just say that I've never felt that ignoring a rule was as difficult as inventing one.The standpoint of most CT players (IMO) is that later games added a LOT of unnecessary waffle, and quite often it's easier for a Ref to add things he likes to CT as houserules rather than try to subtract things he doesn't like from the newer stuff.
A sidebar explaining character death during character generation? It would have meant nothing. The entire idea is wrong-headed in the majority of cases. Players hate it, to start with. They do not have time to waste working on character generation that is already going to give them something they didn't want, only to have it interrupted with death and a complete waste of all time expended. The idea that it forces players to make choices about whether they continue or not irrelevant. Characters with few terms are even more incompetent than normal. On the first term you get two to four skill points (not counting eligible freebies), and you only get three or four if you get a commission and a promotion. Wow, two to four skill points, at most. An Army player could start with Air/Raft-1 and Admin-1; so much for that martial-artist/rifleman that was desired. I continue to stand against this in every possible way.
That people may die during their service may be realistic, but it is not playable or desirable except maybe to a handful who enjoy tossing aside their work because they have unlimited amounts of time to try again (and actually enjoy doing that).
It requires more imagination to figure out a character from rolls and skills acquired than it does to go in with something already in mind.
I cannot properly express my opinion of that notion without annoying the moderators. Let me just say that I've never felt that ignoring a rule was as difficult as inventing one.
Besides, the whole point of a commercial product is to relieve the referee of the chore of making up basic stuff of his own, leaving him more time to come up with (or elaborate on) adventures and settings and NPCs and all that kind of good stuff.
EDIT: Just to be clear: Just because something new is added to the rules doesn't automatically means it's an improvement. It can be a mistake. But on the whole, 30 years of experience with RPGs do give fifth generation (or whatever generation we've reached by now) games a good chance of having picked up a trick or two along the way.
Hans
That was the great thing about old Traveller. 90% of it was using your mind and the stats were there for a boost at certain points. That other game in it's 4th or 5th round has gotten to the point where you have to micro manage everything to have a viable character.
For some that is fun, but not for me.