Last week, I mentioned a computer program called TravGen that I used to have and lost in the process of upgrading my computer. After poking around online, I found a link to the program on Frank Filz's Wine Dark Rift Classic Traveller Campaign website. I've downloaded it and have been having fun playing around with it over the last few days. It's a great little mini-game with which to procrastinate when I should be doing other things and I highly recommend it to anyone else looking for something similar. I also recommend Frank's website, which has lots of interesting ideas and resources for players and referees of classic Traveller.
What did I say? Second character I rolled with this was a one- term Army Captain.
ReplyDeleteWhile you’re on a Traveller kick, it would be interesting to hear why you made some of the design choices you did in your own Thousand Suns game, vs. Traveller mechanics. Personally, while I enjoyed Traveller, I always found the 2d6 mechanics to be overly constrained for long term play. 2d12 allows for more variance in power levels, which was a better fit for my gaming preferences.
ReplyDeleteAfter a quick read, it seems Mr. Filz's Wine Dark Rift setting has a lot in common with the (in)famous "lost" setting found in CT's Book 0; The Moladon Federation. Both would be a heck of a lot of fun in which to play.
ReplyDeleteMany thanks for the link! And 2D12 looks like an interesting choice indeed.
ReplyDeleteSo glad you found a working copy! I actually spent some time looking at the site I linked but couldn't get anything working.
ReplyDeleteI have been following your recent thoughts on CT. I even went so far back as to search for/through all blogs I could find that you've shared on/about CT and its variants in the distant past as well. I find this enjoyable, informative, and entertaining.
ReplyDeleteI have never played CT, but have misgivings and oversaturation with my primary ttrpg and its group. I want and crave something new, fresh, exciting. I have; therefore, decided to follow along with you on your CT travels (as recorded currently) and process this game's material, fantasy, ethos, etc., bit by bit (as time, money, and interest permit).
Like another anonymous poster, I too wonder about the sci-fi ttrpg you created (1000 Suns), why you made it the way you did, and if you still prefer CT over your own creation, why did you take the time to develop your offering initially? What is/was the purpose of 1000 Suns, if not to improve over the original? Or was it simply something you needed to get out of your head for evacuation's sake (which can be rewarding enough in its own right)?
What got me interested in your CT posts was the solo play suggestion/acknowledgement for/from the game's original creator/design team. I think for now, at least, given my oversaturation and disappointment with my primary ttrpg experience, I'll be playing/exploring CT solo (with your insights, of course, to help guide me). I hope this will afford me an interesting mental exercise and reignite my interest/passion in ttrpgs in general.
Best of luck and well wishes for you, your endeavors, your family and friends, etc., and a Happy New Year.