We are just starting the serious design work on Solo Traveller. We have plenty of our own ideas on how we want this one to look but...
What would you like to see it capable of?
What would you like to see it capable of?
nats said:because the game loses a lot when you have to imagine the scene yourself
Karl Tenh said:For example, a player is running a solo merchant game. Many of the necessary charts for trading (buying, selling, passengers, mail, etc) exist and can be used without any special solo rules. However, how does he run an encounter with pirates or thugs trying to steal the cargo? How big a force does he face? When do they decide to break off / surrender? How does he handle trying to ship illicit cargos and contact criminals, rebels, etc?
msprange said:Karl Tenh said:For example, a player is running a solo merchant game. Many of the necessary charts for trading (buying, selling, passengers, mail, etc) exist and can be used without any special solo rules. However, how does he run an encounter with pirates or thugs trying to steal the cargo? How big a force does he face? When do they decide to break off / surrender? How does he handle trying to ship illicit cargos and contact criminals, rebels, etc?
Well, this is the direction we were thinking.
Traveller is essentially a collection of sub-systems and mini-games (trading is one, character creation an obvious other). So, those mini-games can be used and expanded to create a solid system whereby you can create a character (using whatever creation system/book you see fit) and then choose to go trading, find merc tickets, go exploring, and so forth.
Our task is to make that as fulfilling an experience as possible.
We are not looking at 'choose your own adventure' paragraph-style adventures (well, actually we are, but not for this project).
msprange said:Karl Tenh said:For example, a player is running a solo merchant game. Many of the necessary charts for trading (buying, selling, passengers, mail, etc) exist and can be used without any special solo rules. However, how does he run an encounter with pirates or thugs trying to steal the cargo? How big a force does he face? When do they decide to break off / surrender? How does he handle trying to ship illicit cargos and contact criminals, rebels, etc?
Well, this is the direction we were thinking.
Traveller is essentially a collection of sub-systems and mini-games (trading is one, character creation an obvious other). So, those mini-games can be used and expanded to create a solid system whereby you can create a character (using whatever creation system/book you see fit) and then choose to go trading, find merc tickets, go exploring, and so forth.
Our task is to make that as fulfilling an experience as possible.
We are not looking at 'choose your own adventure' paragraph-style adventures (well, actually we are, but not for this project).
msprange said:We are just starting the serious design work on Solo Traveller. We have plenty of our own ideas on how we want this one to look but...
What would you like to see it capable of?
OddjobXL said:Give a man a scripted solo adventure and he'll play for a day. Give him a system that rewards his own creativity and gives him tools to improvise when he's not feeling all that creative and he'll play forever.
GamingGlen said:OddjobXL said:Give a man a scripted solo adventure and he'll play for a day. Give him a system that rewards his own creativity and gives him tools to improvise when he's not feeling all that creative and he'll play forever.
I quite agree with this.
Give me a sandbox to play in, not a variable novel to read once.
Traveller is a great sandbox RPG. Make the solo version fit that theme as well.
middenface said:2nd how about covering solo games with no player, games with a player and referee and then a game with just a referee....
middenface said:3rd plenty of the regular Traveller careers suit solo play, agents, bounty hunters, even Navy.
nats said:How can any solo book account for all this for every different type of character, every TL, every possible situation?