-------------------------------------------- On Fri, 10/23/15, Bruce Johnson <xxxxxx@Pharmacy.Arizona.EDU> wrote: Subject: Re: [TML] High Guard missile bay launch To: "xxxxxx@simplelists.com" <xxxxxx@simplelists.com> Date: Friday, October 23, 2015, 2:58 PM > On Oct 23, 2015, at 11:37 AM, Phil Pugliese (via tml list) <xxxxxx@simplelists.com> wrote: > > I think this illustrates a common problem for any sci-fi rpg. > So much of it has to be 'made-up' that the more 'pseudo'-detailed it gets, the easier it is to see the flaws. > As Trav became more & more detailed, not only was more errata required (re:MT), but I actually found it to be less & less appealing > I finally fell back to CT, where, like StarWars, all the cool stuff, "just worked", & one could play w/o worrying about why. Well, given that the example I posted was from CT, it’s kind of clear it doesn’t ‘just work’ save with ‘because this is what the rules say’. Perfectly acceptable for playing a game, just don’t try to reconcile it with reality :-) Also giving PC’s a box full of 60,000 km-range radar and mass-guided sidewinder missiles isn’t bad, but only in comparison to giving them nukes :-P -- --------------------------------------------------------------------------------------------- Well, yeah, but judicious use of 'Clarke's Law' is always needed to make Trav (& just about all the sci-fi rpg's I've known) work, still, in the end, "The play's the thing", right? And, in my experience, all the jiggery-pokery that was intended to make it all "more realistic" just created a lot more 'unrealism' &, worst of all, made the game more complicated & thus harder to play. "giving them nukes" is a very good example of good intentions (trying for more realism) backfiring, IMO. -----------------------------------------------------------------------------------------------------------------------------------------------------