Future of Dredd RPG...

I am completely unfamilliar with the Traveller system. It has to be better suited for Dredd than D20. though. I never liked D20 as a system for gunfighting and mass ranged combat - it just doesn't fit and I quickly reverted back to GW rules, keeping the Mongoose supplements as reference books, and adding skills and feats and fit into the Special Ability rules, and using a home brewed Psi Talents rules set that included everything from the GW games, the Mongoose game and the Rookies Guide to Psi Talent.

To sell me a new Dredd rules set, I would have to be convinced of the benefits of the new rules first. I am a hard core Dredd gamer - had campaigns going since what - 1988, and had a website devoted to my campaign and everything. I love Judge Dredd Roleplaying and have bought everything released so far (not the metal D20 rulebook, just all the mainstream products) and have a complte collection of 2000AD and the Megazine, and the variuos other short lived Dredd incara=nations (the DC comics that came out, Lawman of the Future, the crossovers with lobo and Batman...) If Dredd is on it, I buy it - especially if it's an RPG.

But I am not convinced I need another rulebook. OK, D20 was wrong for Dredd, and the GW rules belong to GW and are not perfect, but why do I need to learn Traveller, is what I'm asking.
 
I really hope this comes off, I have played and run GW Dredd and mongooses own D20 version and have to say that the Traveller version would beat them both hands down, what you guys have done with Traveller is great and Dredd would be a perfect fit...even better if all future 2000AD licences used the same rules, character cross-overs would be excellent. :wink:
 
This sounds promising.

I'm not anti Traveller - I just know nothing about the system and need to have the benefits of the system explained to me. I'm not a big role player, apart from Dredd and WHFRP I have never even played any other RPG's apart from a brief dabbling with Paranoia, (where even as a GM I never bothered to learn the rules - just followed the scenario's, rolled some dice and made up what the result was... actually, that was FUN)

So, will a conversion to the Traveller system be enough of a draw for someone who loves Dredd Roleplaying, but tends to play as rules-lite as possible? I really don't like the rules to bog the game down, is what I'm trying to say, but I do like them to be consistant and fair and realistic enough within the confines of the genre (i.e., Judges should be able to win most daily fights in general, pretty easily, and even as rookies, but they should not be indestructable)
 
I'm waiting for a Dredd/Traveller version too. Used to run the GW version a long time ago. The D20 system was simply unappropriate for the game, despite the quality of certain supplements.
 
As currently written, it is still going to be "heavier" than the GW version, but it will be a lot lighter than the d20.

2d6, add skill and stat mod, and add/subtract a difficulty modifier, compare for 8+ success.
 
I notice Matthew Sprange has tentitively mentioned in his blog a target for a new Mongoose Judge Dredd and Strontinium Dog as 2009.

link
 
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