Re: [Traveller_TNE] Re: 1248

Part of thread: Re: [Traveller_TNE] Re: 1248 · 0 replies ↳ In reply to [Traveller_TNE] Re: 1248 — Jim Kundert

Jim Kundert wrote:
>
> Jeff writes:
>
> >(2) What Avenger should be publishing, IMO, is principally adventures,
> >secondarily background (e.g., (sub)sector sourcebooks and worldbooks),
> >rather than things like vehicles or weapons or starships or equipment.
> >Publish enough of the latter (v,w,s,e) to support the background
> >material and adventures, WHERE INTEGRALLY NEEDED FOR THE PLOT (e.g., if
> >an adventure requires having an air/raft, the adventure module should
> >contain the stats for an air/raft), but big thick compilations of
> >eleventy-twelveteen different projectile firearms, umpty-thirteen
> >different capital starships (or military support adjuncts), or so on are
> >just - again, IMO - examples of useless mental masturbation when a
> >relatively simple design sequence is available for generating them.

snip

> Normally, however, I'd think that "adventures with crunch" are the
> ideal. Something a bit deeper than an Amber Zone (in terms of details
> pressented, not necessarily plot depth), accompanied by all the unique
> hardware and environments needed. The goal is to make each product
> useful long after the adventure itself has been played.

Jeff and Jim hit the nail right smack bang on the head, for me at least.

Adventures are what the RPGs are all about, and for an adventure to be
useful it needs everything in it that you need to play it, or in the
main rule book, and it must be useful after you have run the adventure.
Jim's "adventures with crunch".

One of the things I really liked about the Basic Books 1-3 reprint, is
there is a story in the front by Martin. It's quite an engaging tale
about a patron encounter, it sets out some background and character
development, and leaves open possibilities for more adventures. If
Martin had used the example characters in Book 1 and based it on Speer
(the UWP example) you could have played that adventure and gone on to
play a number of others you made up yourself, and all with the stuff
needed already detailed in the books. This is the type of thing that
Jeff was on about.

Whether or not you can make money selling the Novella/Adventure I don't
know.

A Novella/Adventure to start you off, add a setting book with adventure
seeds and hooks (to keep you going) along with adventures with crunch in
that setting (to really get your teeth into) where players can make real
differences.

Best Regards

Ewan
--


They shall grow not old, as we that are left grow old;
Age shall not weary them, nor the years condemn.
At the going down of the sun and in the morning
We will remember them.
Laurence Binyon

My spelling is entirerly due to dyslexia, typos, and poetic license