So much white space and so bare.
Are there any updates on this yet? I'd really like to see more information as you move forward.
Well, to start out with, Traveler was the second game I ever played in 1977, just a few weeks after I started playing Dungeons & Dragons. I think the pulpy goodness and the references to the Age of Sail give a really great roleplaying environment. Traveller really created the concept of the big story arc within the game, and the lifepath system. Both really give you a lot of information that you can use to create a fun character. Combat is pretty deadly and I think that helps encourage role-playing. There are some anachronisms and things that don't really make sense in a modern context. However, I think you can really leave those if the rest of this setting makes sense to you.
Shannon's work on game history is stellar. I ordered it immediately upon publication and it sits proudly on my coffee table.
Sorry, yes, terms are considered ten years IMTU.
Why just RED? Why not a wider group?
I have never met a dice-pool mechanic I didn't dislike or despise. What makes your compelling?
• 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.-
As an example, Theatrix had a great system for dealing with very slow skill progression that seemed to work really well with classic Traveller back in the day.
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.
Let’s all join both!
Some people just love to bitch, especially if that's all they do. James Wallis said (IIRC) "Game designs aren't tools, but some game designers are".