Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 ggr 9/12/83; site pyuxnn.UUCP Path: utzoo!linus!philabs!cmcl2!floyd!whuxlb!pyuxll!eisx!npoiv!npois!hogpc!houxm!mhuxi!eagle!allegra!alice!rabbit!pyuxnn!rld From: rld@pyuxnn.UUCP Newsgroups: net.games.frp Subject: Re: role-playing in frp games Message-ID: <122@pyuxnn.UUCP> Date: Mon, 26-Sep-83 11:16:52 EDT Article-I.D.: pyuxnn.122 Posted: Mon Sep 26 11:16:52 1983 Date-Received: Wed, 28-Sep-83 04:33:46 EDT References: <598@ihuxl.UUCP> <2678@umcp-cs.UUCP> Organization: AT&T Bell Laboratories, Piscataway Lines: 26 I agree with rene's comments about SF frps. I tried to run a Traveller game about a year ago, but it died out. Now I also work at ajob, and maybe I'm not imaginative enough to be a GM, but I rely on published materiels to provide 90% of the details of an adventure and embellish with 10% of my own. I found the Traveller materiel insufficient to create an injteresting world from. ["Shadows" was sufficient, "Kinunir" was wholly insuffucient, others seemed to be repetition of the wander-around-the-inside-of-an-abandoned-spaceship theme.] And the lack of an experience-system in Traveller dissapointed me; I always viewed self-improvement as the primary motivation. AS for getting rich, I could'nt see justification for leaving treasure chests of gold lying around a space station. This year I am running a Star Frontiers game. I find it much more satisfying. I can "get into" the scenarios and imagine motivations for the characters and events much more easily. The adventures provide more detailed events/monsters and stimulate me to embellish more. The rules seem to be less detailed-for-detail's-sake. (I wouldn't ever claim they were perfect; it has been pointed out to me that the scales are sometimes unREAListic.) I would like to see more discussion and comparison on the net, hopefully from people more experienced/productive than I. [I dont play D&D.] >>>>> Bob Duncanson, AT&T Bell Laboratories, eagle!pyuxnn!rld <<<<<