Nickbergquist
Mongoose
So, I have new Traveller now and frankly it's taken some of the "oomph" out of the whole build-up to D&D 4E, as the new traveller book is just about everything I wished the last few had been.
Last night we started up some character generation and my wife and others got to experience Traveller for the first time, and everyone came away loving it. In the course of play, however, I ran in to a few interesting questions, which can hopefully be answered as follows:
1. Qualifying for careers
If I read the character path correctly, characters no longer have to re-qualify for returning to an existing career path (if all goes well, i.e. survival rolls okay, life events don't disrupt, etc.). Am I correct?
2. Adventuring Experience
Now, I recall CT never had adventuring experience as such, no problem, but MT and others introduced some elements that worked that way (well, I might have made my own system when I ran MT, I can't recall off-hand). So far as personal growth of characters goes, it looks like that's summarized by about two paragraphs at the end of the skills chapter. Is this it, or am I missing something? Technically not too much of an issue in traditional Traveller games, since down-time is easily attained during Jumps, parking at friendly worlds, and what-not, but I can't imagine a more high-octane setting where downtime is at a premium working well in this fashion; imagine Judge Dredd deciding he needs to work on his handgun skill so he takes a few weeks off to practice....
3. Ship Shares
I spotted some talk on this in the errata. But final word: are ship shares 1% or 10% off of the base cost?
That's it so far! Ah, it's good to have Traveller back.
[/b]
Last night we started up some character generation and my wife and others got to experience Traveller for the first time, and everyone came away loving it. In the course of play, however, I ran in to a few interesting questions, which can hopefully be answered as follows:
1. Qualifying for careers
If I read the character path correctly, characters no longer have to re-qualify for returning to an existing career path (if all goes well, i.e. survival rolls okay, life events don't disrupt, etc.). Am I correct?
2. Adventuring Experience
Now, I recall CT never had adventuring experience as such, no problem, but MT and others introduced some elements that worked that way (well, I might have made my own system when I ran MT, I can't recall off-hand). So far as personal growth of characters goes, it looks like that's summarized by about two paragraphs at the end of the skills chapter. Is this it, or am I missing something? Technically not too much of an issue in traditional Traveller games, since down-time is easily attained during Jumps, parking at friendly worlds, and what-not, but I can't imagine a more high-octane setting where downtime is at a premium working well in this fashion; imagine Judge Dredd deciding he needs to work on his handgun skill so he takes a few weeks off to practice....
3. Ship Shares
I spotted some talk on this in the errata. But final word: are ship shares 1% or 10% off of the base cost?
That's it so far! Ah, it's good to have Traveller back.
[/b]