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Wandering Adventure Party

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  3. For many of us who started gaming in the tail end of the 1970s, The Handbook for Space Pioneers: Exoplanet Colonies (1978) by Wolfe and Wysack was basically the first space game supplement that wasn't intended for RPGs at all... and yet...

For many of us who started gaming in the tail end of the 1970s, The Handbook for Space Pioneers: Exoplanet Colonies (1978) by Wolfe and Wysack was basically the first space game supplement that wasn't intended for RPGs at all... and yet...

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  • CharnockP Charnock

    I think if you projected forwards you could imagine cities built that way, because there's basically nine different types of world, one already distinctly capitalist, but the social-frame of the game.. cough cough.. book is very pioneer era supported via occasional drops. It's very "you make it here yourself, for a new life on Weirdo XII"

    Which is of course totally stressfree

    In a game

    Which of course this isn't

    <_<

    >_>

    totally is..

    @Taskerland @RogerBW

    Moreau VazhT This user is from outside of this forum
    Moreau VazhT This user is from outside of this forum
    Moreau Vazh
    wrote last edited by
    #21

    @Printdevil I feel that this is what good Traveller campaigns are made of despite being completely unsupported by the actual game. @RogerBW

    CharnockP 1 Reply Last reply
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    • Moreau VazhT Moreau Vazh

      @Printdevil I feel that this is what good Traveller campaigns are made of despite being completely unsupported by the actual game. @RogerBW

      CharnockP This user is from outside of this forum
      CharnockP This user is from outside of this forum
      Charnock
      wrote last edited by
      #22

      It's *literally* a traveller campaign being handed to you.

      You would have to do nothing with either the rules or the generation of Traveller to use it. It's all there.

      It works well as a set of worlds to place Star Trek plots on, but that's an abstraction from the actually game.. cough book's narrative.

      @Taskerland @RogerBW

      Roger BW 😷R 1 Reply Last reply
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      • CharnockP Charnock

        It's *literally* a traveller campaign being handed to you.

        You would have to do nothing with either the rules or the generation of Traveller to use it. It's all there.

        It works well as a set of worlds to place Star Trek plots on, but that's an abstraction from the actually game.. cough book's narrative.

        @Taskerland @RogerBW

        Roger BW 😷R This user is from outside of this forum
        Roger BW 😷R This user is from outside of this forum
        Roger BW 😷
        wrote last edited by
        #23

        @Printdevil @Taskerland The emphasis on plausible tech would seem to make it a better fit for 2300AD, but I just like 2300AD (if one can pry it away from the milsf people, of whom I have been one, I'm just not in the mood for it at the moment).

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        • Moreau VazhT Moreau Vazh

          @Printdevil I feel that SJG's Transhuman Space books are the spiritual descendants of those non-fiction science fiction books. Terrain Trade Authority and all that.

          Jon HancockB This user is from outside of this forum
          Jon HancockB This user is from outside of this forum
          Jon Hancock
          wrote last edited by
          #24

          @Taskerland @Printdevil It's a shame that the Terran Trade Authority RPG fizzled out with only the rules released.

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          • CharnockP Charnock

            @Taskerland Even this paragraph is full of foreboding for me. If this was what the GM gave me as my introduction I'd already assume horror was about to break out everywhere.

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            DThorisD This user is from outside of this forum
            DThorisD This user is from outside of this forum
            DThoris
            wrote last edited by
            #25

            @Printdevil @Taskerland
            Whatever did your alt text read across the lines, not within the two columns. It's unintelligible.

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