Wednesday, December 07, 2005

This is why my campaigns fizzle out

My priorities for gaming right now look like this:

1.) Current D&D campaign (I got an adventure picked out for next week, but I need to read the damn thing.)
2.) My 3 Winter War games (I'm going to be working my ass off in January if I don't get going.)
3.) Next campaign (probably Star Frontiers setting with Savage Worlds rules)

So what have I spent all my gaming time on lately? Frickin' Traveller. I just love dicking around with Traveller. It's a GMs playground. For the past week or so I've been crunching the numbers to work out the economics of space trade in District 268, a no-account subsector in the Spinward Marches. When would I need this info? Probably around the 1st week of Never.

I swear, every time I get a game going I get distracted by something shiny.

3 comments:

  1. "So what have I spent all my gaming time on lately? Frickin' Traveller. I just love dicking around with Traveller. It's a GMs playground. For the past week or so I've been crunching the numbers to work out the economics of space trade in District 268, a no-account subsector in the Spinward Marches. When would I need this info? Probably around the 1st week of Never."

    Ooh, thought I'd post about this (i.e. pimp my game idea) Over in my newly (re)started game design blog, Wild Musings I am talking about blogging about the ongoing design of my game Teramyr:Chronicles of the Eternal Cycle (T:COTEC for short). What makes it relevant to your post is that it takes "GM design system" noodling and it makes it a feature of the game. Specifically, it is about collaborative world creation, utilizing a variety of design systems (heavily influenced by Traveller), with the focus being coming up with cool stuff to introduce into the groups Game World. So design noodling of all types, world design, character, creature, vehicle, equipment, is made a focus of the game, and is made relevant by giving each player a chance to introduce their designs and such into the game world, with the approval of the other players.

    Major influences here are Traveller, Aria: Canticle of the Mono-myth, Ars Magica, and Rune. GURPS/HERO/EABA/CORPS and such for their design system stuff.

    So anyway, though I'd take the chance to pimp my game where it might actually be relevant.

    To sum up, design noodling is fun! So I am designing my game system so that it won't necessarily be a waste of your time, as it can actually see the light of day in your groups ongoing game.

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  2. Integrated Traveller and Aria style wordlbuilding backed up by HERO-style crunch? That sounds like a great idea! Thanks for stopping by!

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  3. Traveller is about the best game out there to just tinker around with by yourself. Players or no players.

    Roll up characters, roll up systems, play with trade rules, design ships.

    It may not be the best at any of those, but it sure is fun.

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