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[Wanderer] Should this game exist?

Started by Greentongue, June 25, 2008, 01:03:33 PM

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KenHR

That was kind of the way I was going (magic as skills)...it was more the specific type of effects that were throwing me.  I was trying to shoehorn Trav's psionic system into a magic system and integrate the psi stuff into character generation.  And I wanted to avoid D&D-like fireball magic...but I just didn't know what I wanted in its place.  The psionic disciplines, while interesting and potentially subtle, don't make for the best effects if you have dedicated magic-type guys (but who says you need dedicated magic-type guys).

Trav's combat system works very nicely for fantasy (not surprising when the original game accounts for halberds alongside laserguns), range bands and all, especially if you use a couple minor rules from 1st edition CT (frex, halberds give a huge to-hit bonus on the first round the wielder is engaged, but then get a big penalty afterward to simulate someone getting inside the polearm's reach).
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Silverlion

I had a little thrill seeing those books.

I think I'd pick it up..
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Ian Absentia

Quote from: Pierce Inverarity;219336BTW, I'm sure that if somebody with a track record in game design would actually shoot Marc Miller an email, the project could take off for real.
No need to contact Marc anymore, depending on how you feel about Mongoose's version of Traveller.  When the SRD comes out, it's free for the picking.  Mimicking the format, as long as one doesn't plagiarise the original text, is fair game.

!i!

Jaeger

Chaosium's old Thieves World(TW) box set had Traveller stats for the TW universe. I think it even had some conversion advice for running the Traveller rules in a fantasy setting.

 I remember that it even gave a few reasons for having the TW planet existing in the Imperium.

 I definately have to take a look at it again when I get home - the Wanderer mock-up was way cool.


.
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Ian Absentia

Quote from: Jaeger;219379Chaosium's old Thieves World(TW) box set had Traveller stats for the TW universe. I think it even had some conversion advice for running the Traveller rules in a fantasy setting.
I had my copy out only a short while ago.  The conversion notes are very brief (replace Wheeled Vehicle with Teamster, that sort of thing), and "magic" was strictly the province of the psionics rules.  It was all very quick and clean, a springboard with just enough information to get you going (like so much of RPGs of the era).

!i!

TheShadow

Somebody just do it. Listen to the voice in your head. It is your calling.
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Zachary The First

Some one sort of tried, a while back.  Called it Aldreth.  Direct pdf link is here.

EDIT:  And this CotI thread might be of interest on the topic.
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Pierce Inverarity

Quote from: Ian Absentia;219367No need to contact Marc anymore, depending on how you feel about Mongoose's version of Traveller.  

Gods, no. I'd rather it didn't happen at all.
Ich habe mir schon sehr lange keine Gedanken mehr über Bleistifte gemacht.--Settembrini

Ian Absentia

Quote from: Pierce Inverarity;219467Gods, no. I'd rather it didn't happen at all.
Well, this raises an interesting question.  If Marc Miller has licensed Traveller to Mongoose for their own edition, can anyone license the original version of the game?  When I made my own inquiry along similar lines a little over a year ago, Marc pointed me toward the forthcoming Mongoose edition and its SRD with no further explanation.

Now, if'n you don't quite cotton to the Mongoose version, what you can (hopefully!) do is take the SRD and reverse-engineer.  That's the route I'm taking with MARINER.

!i!

Consonant Dude

Quote from: Jackalope;219327And latest edition, Wanderer 4E is barely recognizable

But fear not!

Because a renegade company is designing Roadspotter , a sort of bridge-gap 3.75 version ;)

It's going to be totally improved yet totally compatible, thanks to an open playtest!  :p
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Pierce Inverarity

Quote from: Ian Absentia;219473Well, this raises an interesting question.  If Marc Miller has licensed Traveller to Mongoose for their own edition, can anyone license the original version of the game?  

Why not? It's hard to believe that Mong's license is such that it precludes Marc himself from further developing games based on CT, which is what Wanderer would be (and which isn't even a scifi game, isn't set in the Marches, doesn't compete with MongTrav in any way etc. etc.).
Ich habe mir schon sehr lange keine Gedanken mehr über Bleistifte gemacht.--Settembrini

Werekoala

That's a thing of beauty - I would most definitely buy at least two copies (you know, for when the first one wore out).
Lan Astaslem


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Kyle Aaron

#27
Actually...

Some of you may know about "DAM Risk Dice" that I've been working on, and how I like a character sheet you can fit on an index card. So I developed a system with six attributes, six "features" (for those Dis/Advantage sorts of things), and thirty-six skills. All are on a 2-12 range, you generally add attribute and skill, roll 1-5d6, and if you get under, however many dice you rolled with, that shows either how quickly or how well you did.

Well, I was thinking of what Morrow had once said about how talent should count for a lot in the beginning of developing an ability, but skill should count most later on. So I thought, "hey, maybe if the roll was always 2d6, then the attributes could still be 2d6, if you roll under the attribute it helps and you get +1, but the skills are just 0, 1, 2, 3 and so on, if it's 2d6 to beat 8, then just one or two makes a big difference." And then I was thinking how silly hit points were and maybe it'd be better, instead of losing hit points and then it affects your stats, just lose stats directly.

Then I said, "shit, that's Classic Traveller."

And that's about when I started writing something up, and posted that thread about, we got OSRIC as the "rules with the serial numbers filed off" for old D&D, do we have it for other games?

Now sitting on my hard drive I have the basic rules for SPACER: science-fiction adventure in the near future. (see attachment for cover)

Remembering the UPP, the six-digits running together that define a character's attributes, I'd always had trouble remembering the order in Traveller, so I thought, why not make the game's title a mnemonic for it?

Stamina-Physique-Agility-Cognisance-Education-Resolve
Then we could have other settings for it, each with their own six-letter descriptive title, so that all the rules were the same, just the attributes had different names. Like WASTER

Willpower-Awareness-Schooling-Thews-Endurance-Reflexes

Or AGENTS
Agility-Grunt-Edurance-Nous-Tenacity-Schooling

Okay, it's a bit lame, I know, but... not as lame as "GURPS"! So there.

Anyway, the basic rules are about ten pages, each book would just have another few dozen or however much of setting-specific stuff.

Of course the completely generic version is called "GAMERS",

Grit-Awareness-Mind-Endurance-Reflexes-Strength

Any six-letter fantasy character sorts of acronyms with no repeating letters in them?
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beejazz

Quote from: kyle Aaron;219511Any Six-letter Fantasy Character Sorts Of Acronyms With No Repeating Letters In Them?
Gnomes?

Kyle Aaron

Quote from: beejazz;219512Gnomes?
Actually, I thought perhaps...

HEROIC!
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