LBB 9 ADVENTURER ! Traveller, Original D&D and What if.

Version 14.0 rules uploaded along with updated spell section. Includes clerical magic, human and non-humans (draft) , and some skill additions/clarifications. See first post for link to folder.
 
Jame Rowe said:
And your sentence is to hereby ENJOY TRAVELLER!!!
Thank you, that is one of the few sentences I am willing to accept without
second thoughts ... :lol:
 
rust said:
Jame Rowe said:
And your sentence is to hereby ENJOY TRAVELLER!!!
Thank you, that is one of the few sentences I am willing to accept without
second thoughts ... :lol:

... Damnit, I gave the wrong one again! :wink:

what? we both know i didn't...
 
Draft version of the rules for the reputation benefit (and increasing it in play) now up at:

http://docgrognard.blogspot.com/2010/07/rules-for-reputations.html
 
captainjack23 said:
Draft version of the rules for the reputation benefit (and increasing it in play) now up at:

http://docgrognard.blogspot.com/2010/07/rules-for-reputations.html
I'd like to suggest that you finish and generalize this for any type of Traveller milieu, and submit it to Freelance Traveller.
 
FreeTrav said:
captainjack23 said:
Draft version of the rules for the reputation benefit (and increasing it in play) now up at:

http://docgrognard.blogspot.com/2010/07/rules-for-reputations.html
I'd like to suggest that you finish and generalize this for any type of Traveller milieu, and submit it to Freelance Traveller.

well, thanks, but really ? Do you think theres a need/use for it in standard traveller beyong what SOC provides ?
 
I am not sure about such an idea. Its a fail from the begin. D&D as such is about slaying a lot of BIG monsters in a row and about marathon attrition war in 7th dungeon level. Thats why a good fighter has 120 HP and not just some proxy points like in traveller. He needs it to slay the 16th level dragon and his minions in room 7, the gianz zombie in room 8 and then the demons in room 12 and one hour later to kill the lich king in room 14. And please everything in one evening without rest. No system which goes in direction "realism" or "simulationism" can substitute these DnD mechanics and gameplay which is pure gamism in order to fullfill a specific goal (absolving dozens of trap- and monster filled rooms without much pausing in dungeons) But hey, this "dull" formula works perfectly as 90% of the roleplaying habits on this planet shows. (I like it too :))

If this is not enough they made DnD 4th edition. Now you can refill your HP reservoir (which can be several hundred HPs if you are in epic tier from level 21-30) without magic with second wind and integrated non-magical healing surges between the room encounters. Additionally you can refill your HPs with normal magical healings. So this often enables you to refill your HPs for full again from one room to the next. Like in video games where the life bar is refilling itself automatically from one combat to the next. Thats DnD and thats why it is so successful.

In Traveller OTOH with its pseudo-realistic game engine one would not even had a chance to absolve many encounters in a row without dying, beeing severely hurt or something else very bad, except you revamp its resource system totally.
 
Enpeze said:
D&D as such is about slaying a lot of BIG monsters in a row and about marathon attrition war in 7th dungeon level ...
This is one way to play D&D, most probably the most common one, but
certainly not the only one. D&D has at least attempted to support other,
less ****** (insert comparatively polite term) styles, too - just think of
settings like for example Birthright, which really was not about hack &
slash and dungeon delving at all.

So, while the Captain's system may not support the typical dungeon ad-
venture well, it is quite well suited for the other kind of D&D-like settings,
where a more plausible approach to combat is a real advantage, because
it supports the suspension of disbelief and character roleplaying much bet-
ter than the concept of stat-driven dungeon combat machines does.
 
rust said:
Enpeze said:
D&D as such is about slaying a lot of BIG monsters in a row and about marathon attrition war in 7th dungeon level ...
This is one way to play D&D, most probably the most common one, but
certainly not the only one. D&D has at least attempted to support other,
less ****** (insert comparatively polite term) styles, too - just think of
settings like for example Birthright, which really was not about hack &
slash and dungeon delving at all.

Well birthright was rather an experiment of the 90ties than the typical dnd experience. At least it proofs that TSR had the will to introduce some alternative ways to play. And it was not really successful.

No, I speak from DnD mainstream and official modules and these are exactly only one way. Yes, of course you can play DnD in other ways but in the end these ways are not supported by sufficiant sales numbers and are not important for anyone except a minority of maybe a few thousand "creative" playing groups.

The question here is not if catering minorities is a good thing. The question was if traveller would have been sucessful because it was first. And I can clearly say: no.

Why? IMO the TO didnt take in consideration WHAT DnD in reality is for the majority of its players and what elements DnD made the most successful game. I wanted to show him what these elements are.

Every game engine supports some kind of fantasy game, thats not a problem. I can play fantasy with BRP, with savage worlds, with traveller and even with Gurps. But all these (otherwise fine) systems will fail if they want to simulate extensive dungeon crawling down to the 10th level without constant fear of dying. For this you need a extremely gamistic engine which gives you alot of resources (in DnD terms these resources are massive constantly regenerating amount of HPs, second wind, specific encounter powers, healing surges etc. And only one engine supports this. And thats DnD.

I am not sure if you are informed about the actual DnD edition, but if not just take a look at the 9 campaign modules H1-P3 and you know everything about DnD and how the designers (and thus majority of dnd roleplayers worldwide) think the game has to be played. Other gaming styles, than extensive dungeon crawls ("dives", as they are now called) are not supported anymore and this with a good reason. They just dont sell.
 
It is likely a fail for SF traveller, but Rep is one of the parts of heroic stories, especially S&S (and westerns, if that isn't clear) that D&D misses.

It started as a simple fill in to the mustering out table, but seems to have become a reasonable port of as much of the concept of leveling as one can have in Traveller, a fundamentally non-leveling kind of game.

You may want to reread the OP - I'm equally skeptical that Traveller could or would have been The RPG . And I explicitly would rather not discuss that issue here. Lets start from "what if" and move from there. :wink:
 
In case anyone is interested, I've got some more of the missing details from Adventurer posted on my blog - starting here:

http://docgrognard.blogspot.com/2010/08/new-version-of-character-rules.html

revisions and tweaks for the chargen mainly for adding Reputration and some spells I hadn't developed for the Beta editions.

I'd appreciate any and all comments, and esopecially would appreciate hearing of anyone actually playing it. In house (me and my buds) playtesting is fun, but.....
 
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