Questions ?

Discuss the Traveller RPG and its many settings
pariahsmile
Cub
Posts: 1
Joined: Mon Oct 09, 2017 4:55 am

Questions ?

Postby pariahsmile » Tue Oct 10, 2017 1:45 am

The one thing I've always had a hard time time finding is a sci-fi game with all of the following elements:

1- Aliens,
2- Power armour
3- Starship contruction and combat rules (AKA: The Han Solo effect; get a junker, go adventuring, make money, upgrade said junker into a super cool ship)
4- Psionics
5- Cybernetics.
ShawnDriscoll
Cosmic Mongoose
Posts: 2511
Joined: Sun Dec 13, 2009 6:13 pm

Re: Questions ?

Postby ShawnDriscoll » Tue Oct 10, 2017 2:14 am

The more generic the rules, the better.
Condottiere
Chief Mongoose
Posts: 5283
Joined: Mon Sep 23, 2013 8:23 pm

Re: Questions ?

Postby Condottiere » Tue Oct 10, 2017 2:17 pm

Sometimes players, dungeon masters, and/or designers aren't comfortable cramming everything into a single milieu, since aesthetics, simplicity and ambiance might be more important to the experience.
paltrysum
Mongoose
Posts: 168
Joined: Mon Mar 20, 2017 11:16 pm

Re: Questions ?

Postby paltrysum » Tue Oct 10, 2017 2:46 pm

pariahsmile wrote:
Tue Oct 10, 2017 1:45 am
The one thing I've always had a hard time time finding is a sci-fi game with all of the following elements:

1- Aliens,
2- Power armour
3- Starship contruction and combat rules (AKA: The Han Solo effect; get a junker, go adventuring, make money, upgrade said junker into a super cool ship)
4- Psionics
5- Cybernetics.
Well, you have more or less found it in Traveller. I'm employing all five of the above in my current campaign.
"Spacers lead a sedentary life. They live at home, and their home is always with them—their starship, and so is their country—the depths of space."

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