On Sat, Jun 27, 2015 at 9:43 PM, David Jaques-Watson <davidjw@pcug.org.au> wrote:

Dear Folks –

Leonard replied to Phil:

>On 25 Jun 2015 at 11:41, Phil Pugliese (via tml list) wrote:
>> Yeah, I agree, & esp wrt the psi powers.
>>
>> The first time I read about that I thought, "Geez, they just *had* to have a way to get 'magic-users' into the game".
>
>Psi was pretty common in 50s and 60s SF. John W Campbell, editor of
>Astounding (which laterchanged to Analog) was really into it.

Andre Norton’s _Star Rangers_ (1953) included psionics. The “powers of the mind” are an old, old SF trope. YMMV, but I found psi powers more jarring in 1st Edition AD&D… (still, mindflayers were cool bad guys…)



For me, the problem with CT psionics was that - for something which was probably meant to model The Force and similiar powers - it seemed very limited. Plus, if you played the RAW, very few PCs would ever have psionics. Even those few who did get lucky and actually generate powers likely wouldn't get the ones they wanted. 

During my time running CT (back in college), I only ever had one player actually want to play a psionic (due to the verbiage in the Starter Traveller rules booklet about witch hunts). Mind you, this was back before CT Alien Module 4 appeared. I decided to let him generate a Zhodani spy using the Other career charts but letting him spend one (1) roll per term on the psionic powers generation list. He was okay with this and managed to roll both telepathy and teleportation. Of course, his PC was also the youngest and least-skilled of the characters, which makes no sense for a professional spy. So we decided that the PC was the *son*of professional spies, roped into the service in his teens and thus not really enthusiastic about it.

--
Richard Aiken

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