I misinterpreted the bit on generating die rolls in #traveller adventure 01 in an interresting way. It reads thus:
"Often such a throw may be determined by referring to the characteristics of the player-characters involved"
So if a character who tries some task has dex 9, the task at hand would be a 9+ throw. Right, if something is *worth* a skill roll for a dex 9 character, it sure wont be so easy ...
What's actually meant is a simple attribute roll under check 🤓
So my questions are: how versatile would DCC be as a rule set to play classic TSR modules? Or some OSR gems like *veins of the earth* or *castle gargantua*? Have you got experience with conversions? possibly on the fly?
And: the published adventures are said to be very good but also scripted to a rather high degree. How would DCC work out as a rule set for open table sandbox campaigns?
In episode 25 of the classic #traveller podcast *behind the claw*, felbrigg briefly comments on the *jack of all trades* skill. He mentions, that it could also be used to represent magic ...
How cool is that? If you think about it, this assumption essentially turns *classic traveller* into something like a generic rules system, or maybe even *the first ever* generic rpg system ;-)
i'm already pondering on how to run *isle of dread* in classic traveller
We mostly do 3LBB rules in our ongoing #odnd campaign, and add rules sparingly, as need and interest arises.
But then, two sessions ago joins this one first time D&D player rolling up his first ever stat: an 18 for strength ... I tell them about the extended modifiers in greyhawk ... "you think you want to add this rule to our campaign?" everybody cheers, so I ask the player to roll the percentiles: 97 ...
... So here's mighty *Tiberius* with a +5 bonus to hit and damage ...
Isn't this actually *the original* rpg dice mechanic? rather than the d20?
from the very first to the latest hype ;-)
so you already watched secrets of blackmoor?
Did you buy or just rent? I'm undecided ...
This is my one favourite blog post about classic #traveller : https://talestoastound.wordpress.com/2016/05/31/traveller-out-of-the-box-the-casual-and-improvisatory-nature-of-early-traveller-play/amp/
Here's a link to the original article in *Space Gamer* : https://archive.org/stream/space-gamer_201601/Space_Gamer_40#page/n7/mode/2up
I like to start with the very basic rule sets, OD&D or Classic Traveller: roll up some stats, and then roll tests against those stats being a common, simple and intuitive game mechanic.
You can cut out things, use fewer or more attributes, add skills, aspects, advantages and banes, bennies, deeds, corruption, d100 mechanics, feats, space ship movement and mass combat rules and what not, as long as you and your group thinks that's fun.
The more I read different #rpg rules systems, the more I get convinced, that the large bulk of different rules, however old-school or modern a rule set might be, can be considered optional "house rules" to the basic game:
1. interactively telling a story, and
2. occasionally rolling some dice to resolve uncertain situations (flipping some coins will do, too)
You can play this game with no rule book at all, just some friends gathered around a table in their favourite bar!
Here's an interesting thread about how to encourage player interaction in #rpg s
I think it's the most tricky task in GMing ...
Cavegirl on why she likes the #OSR
This ... is what I love about the whole OSR movement. Nobody owns it. Nobody has authority over it. It's a shared communal space that exists either through a weird quirk of a licensing agreement around D&D or else in a sort of rejection of the big company's claim that they get to decide what D&D *is*.
original #dnd in a nutshell:
1. roll your six attributes
2. make up some shit
Here is an interesting take on abilities in #odnd by Rob Conley:
I like how he builds up this 5e-ish system off of the original 1974 rules set. Also success rolls with multiple d20s look like fun 😁