OK, I give up. I need some help. Sorry if this isn't the right place.
We're getting sick of D&D, and we try to decide what to play next. One of
our players says "I have all the MegaTraveller books. Let's do
Traveller!" and the rest of us agreed. So, I get on the internet, and
I discover that you guys are making a new Traveller! Great, I say,
let's play that instead. Lots of things I like better in the new one.
So the guy who owns the MegaTraveller books takes a look at the PDF,
and says "look at these Initiative rules. Constant adjustments you
have to remember, constant worry about hasty actions, and so forth.
We play in a game where half the people are fairly new to roleplaying
games, one of our players is the 9 year old kid of another player, they
couldn't handle that". I pointed out that MegaTraveller is at least
as complicated, but he said that there, it's complicated for the GM.
For the players, it's easy. You act when the GM tells you to act,
say what you're going to do, roll two dice, and get told what happened.
No problem, even for a 9 year old.
So I can't get him to switch. And I have got to admit, he looks right
to me. I had to read the rules three times and simulate it before I got
a good feel of what it would even look like. What makes it worse is
that it's different...all RPGs I know play turns or segmented turns.
Nobody plays continuous, which this kinda sorta ends up being.
So what should I say to him? Is there a way to explain these rules
so that kids and people new to RPGs can actually play it? If not,
is there optional dumbed-down rules that we can use?
We're getting sick of D&D, and we try to decide what to play next. One of
our players says "I have all the MegaTraveller books. Let's do
Traveller!" and the rest of us agreed. So, I get on the internet, and
I discover that you guys are making a new Traveller! Great, I say,
let's play that instead. Lots of things I like better in the new one.
So the guy who owns the MegaTraveller books takes a look at the PDF,
and says "look at these Initiative rules. Constant adjustments you
have to remember, constant worry about hasty actions, and so forth.
We play in a game where half the people are fairly new to roleplaying
games, one of our players is the 9 year old kid of another player, they
couldn't handle that". I pointed out that MegaTraveller is at least
as complicated, but he said that there, it's complicated for the GM.
For the players, it's easy. You act when the GM tells you to act,
say what you're going to do, roll two dice, and get told what happened.
No problem, even for a 9 year old.
So I can't get him to switch. And I have got to admit, he looks right
to me. I had to read the rules three times and simulate it before I got
a good feel of what it would even look like. What makes it worse is
that it's different...all RPGs I know play turns or segmented turns.
Nobody plays continuous, which this kinda sorta ends up being.
So what should I say to him? Is there a way to explain these rules
so that kids and people new to RPGs can actually play it? If not,
is there optional dumbed-down rules that we can use?