rosswinn

joined 3 months ago
MODERATOR OF
[–] [email protected] 1 points 1 week ago

VTM illustrates all of the pros and cons of the Storyteller milieu. It is still the game that people talk about, even more than WoD.

[–] [email protected] 2 points 1 week ago* (last edited 1 week ago)

I'd definitely study the evolution of the hobby using books like The Elusive Shift (Petersen), Role-Playing Game Studies: Transmedia Foundations (Deterding, Zagal) and Designers & Dragons: A History of the Roleplaying Game Industry (Appelcline). Once the students had a grounding in the history I would suggest a unit on Dice and Probability, the Mechanics and influence on settings.

  • D&D for level and progression, and contrasting that against Palladium's approach.
  • Traveller for the lifepath concept as well as the developing of universal setting.
  • Hero System and the rise of point based mechanics, contrasting with GURPS.
  • Interlock (Mekton, Cyberpunk) and the emergence of Unified Game Mechanics, maybe contrast with Atlas Games All Flesh Must Be Eaten, et al.
  • Vampire, and the development of Dice Pools and the rise of “splats” as a business model.
  • Over The Edge and Amber Diceless as differing approaches to non-traditional RPGs.
  • Sorcerer, indie games, The Forge, and the story game movement. See also gamist/narrativist/simulationist as styles of play.
  • D&D 3.0 and the OGL explosion.
  • Apocalypse World and the New Wave of RPGs as a reaction to OGL. (one man's opinion).
[–] [email protected] 2 points 1 month ago

Yes, 2013, 2020, and RED are. I am not certain about 3e as I wasn't a contributor.

[–] [email protected] 2 points 1 month ago (2 children)

Just curious, as a former 2020 freelancer I occasionally check in.

[–] [email protected] 3 points 1 month ago (5 children)

Why just RED? Why not a wider group?

 

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?

 

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.

[–] [email protected] 3 points 2 months ago

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

[–] [email protected] 1 points 2 months ago (1 children)

It is much faster than a GM fiat.

[–] [email protected] 3 points 2 months 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.-

[–] [email protected] 1 points 2 months 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... ;-)

[–] [email protected] 2 points 3 months ago* (last edited 3 months 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?

 

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.