Re: [Traveller_TNE] Re: 1248

Part of thread: Re: [Traveller_TNE] Re: 1248 · 1 reply ↳ In reply to Re: [Traveller_TNE] Re: 1248 — Evyn MacDude Re: [Traveller_TNE] 1248 — Ewan Quibell

In a message dated 11/25/2007 11:58:47 PM Pacific Standard Time, writes:
Isn't there a danger there of adventures being so generic that they
basically lose any "Traveller" identity? You're basically saying "why
not produce generic scifi adventures that can be run in any setting?",
to which one might say "so why use Traveller in the first place?".
 
Not at all...  Sure, there would be the danger of that, but that's what makes a good adventure designer different from the rest of the pack. :)  If nothing else, it's integration into a more "complete" campaign would be the fruits of labor born of a great GM. ;) 
 
Of course, being "Traveller" it would need to have fundamental concepts like Jump Drives, the Traveller tech tree.  The Free Trader Network and the Guild, should could and would be anywhere in between the Regency and the Coalition (if not anyone's own pet pocket empire).  Through the background would be the entire Traveller setting waiting to be unlocked by the intrepid explorers. 
 

I'd argue that TNE/1248 is a lot [i]less[/i] generic (i.e. more
specific) than the CT era Traveller setting. You've got Virus,
Collapse, the general post-apocalyptic feel of things... all of which
is lacking in the more generic (and IMO bland) CT-era setting.

 
Indeed and agreed on all counts.




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