Instead of needing a specific batch of rules that all situations had to fit into, CT assumed every situation would be different - and the paramaters would be mapped then and there. It's almost like diceless with a dice roll attached. The target difficulty and the modifiers are sort of made up on the spot in most situations. The strange thing, the really strange thing, about CT is that the system is so *vague*. any other ist issues.Īlso back in the day we played DnD with lots of character, and just kept the mind numbing combat to a minimum.Īnd are the games out now really, really that different? I see lots of simulation elements, they're just less grossly specific than say, Twilight: 2000. We just assumed it was supposed to be there.Īs for the simulationist vs. Back in the day, we had to tack on all that emotional stuff without any rules. Sure, Traveller has no emotion/mechanic like Passions or Humanity, but it's arguable (to me anyway) whether or not that's an improvement. When I flip through a new rule book at my local hobby store, I see attributes, modifiers and some sort of die roll. As I take a peek back into my old hobby, I've noticed a bucket load of comments about Classic Traveller: that it's strange there's still interest in it since it's (oh sweet baby jesus) twenty five years old and all these new systems have come along and it really can't compete with the improvements.