[-] rosswinn@ttrpg.network 1 points 1 week ago

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

[-] rosswinn@ttrpg.network 2 points 1 week ago

Why just RED? Why not a wider group?

8

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?

17
submitted 3 weeks ago by rosswinn@ttrpg.network to c/rpg@ttrpg.network

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.

[-] rosswinn@ttrpg.network 2 points 4 weeks ago

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

[-] rosswinn@ttrpg.network 2 points 1 month ago

It does add a certain visual flair, however. Thanx!

[-] rosswinn@ttrpg.network 1 points 1 month ago

It is much faster than a GM fiat.

[-] rosswinn@ttrpg.network 1 points 1 month ago

Feel free to start some.

[-] rosswinn@ttrpg.network 2 points 1 month ago

I have one eye that works, so the one-eyed man is KING!

[-] rosswinn@ttrpg.network 3 points 1 month 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.-

[-] rosswinn@ttrpg.network 1 points 1 month ago

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... ;-)

[-] rosswinn@ttrpg.network 2 points 2 months ago

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.

[-] rosswinn@ttrpg.network 2 points 2 months ago* (last edited 2 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.

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submitted 2 months ago by rosswinn@ttrpg.network to c/scifi@ttrpg.network

For fans of Traveller specifically.

3

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?

[-] rosswinn@ttrpg.network 5 points 2 months ago

Let’s all join both!

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Welcome to Traveller (ttrpg.network)

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.

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rosswinn

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