Re: Armor XXI

Part of thread: Armor XXI · 1 reply ↳ In reply to Re: [Traveller_TNE] Re: Armor XXI — dcndcn13 Re: Armor XXI — Eamon Watters


I have found this reluctance to gloss over setting points when inconvenient
also. For example book keeping tasks in other RPGs like food/water supply,
material components for spells, ect.

The only solution as a game master I have found is that player's take their
que from the Game Master. If I keep track of time so will the players. If I
keep track of X thing it signals to the player's I think its important
regardless if it ever becomes an issue.

If a GM says "The planet has a tainted atmosphere, what equipment are you
going to use to get around with?" prompts the player's to think and plan
for this. But first it takes the effort of the GM to ask about it on a
regular (maybe not always) basis to clue the player's into this aspect of
the setting.

Its a little bit of psychological training of the player's but harmless
over all and in most cases, in my opinion, make the quality of storytelling
better.

On Thu, Jun 14, 2012 at 9:32 AM, <> wrote:

> **
>
>
> The reason the movement system, and the grid system, was the way it was
> was to preserve compatability with existing systems that they were supposed
> to be interchangeable with, namely the "House System," AKA Twilight 2000. I
> never really liked the 2-meter grid because of the violence that it did to
> Traveller ship deckplans. It was impossible, in my opinion, to move
> satisfactorily from 1.5 meter deckplans to 2 meter deckplans. However, in
> the pressure of all of the good reasons and bad reasons--and the big deal
> was that we told people that for all intents and purposes T2K and TNE
> combat would be interchangeable-