Aerobraking and apogee
Caleuche
(29 Jan 2018 08:35 UTC)
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Re: [TML] Aerobraking and apogee
Thomas Jones-Low
(30 Jan 2018 00:14 UTC)
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Re: [TML] Aerobraking and apogee
Rupert Boleyn
(30 Jan 2018 00:24 UTC)
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Re: [TML] Aerobraking and apogee
Tim
(30 Jan 2018 01:04 UTC)
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Re: [TML] Aerobraking and apogee
Caleuche
(30 Jan 2018 05:58 UTC)
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Re: [TML] Aerobraking and apogee
Kelly St. Clair
(30 Jan 2018 06:28 UTC)
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Re: [TML] Aerobraking and apogee
Caleuche
(30 Jan 2018 06:53 UTC)
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Re: [TML] Aerobraking and apogee
Caleuche
(30 Jan 2018 01:14 UTC)
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Re: [TML] Aerobraking and apogee
Caleuche
(30 Jan 2018 03:11 UTC)
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Re: [TML] Aerobraking and apogee Tim (30 Jan 2018 04:10 UTC)
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Re: [TML] Aerobraking and apogee Tim 30 Jan 2018 04:10 UTC
On Mon, Jan 29, 2018 at 10:11:10PM -0500, Caleuche wrote: > What is the point of Traveller for all of you? Pure action-adventure > bubblegum? Or more of a slow, long term exploration of a setting, > investigating how human culture and civilization might plausibly > evolve as average communication times increase dramatically? Or more > of a setting playground, constantly adding bits of detail for its > own sake, knowing it might never be played? I don't know about *action* adventure in the sense of blazing lasers every session, but definitely adventure of various sorts. Friction with expectations and norms in various star systems, conflict with quite a lot of people and organizations who may be adversely affected by the PCs actions, unexpected consequences of seemingly reasonable actions, natural phenomena that pose serious trouble of various sorts. Most session didn't involve outright violence, but often dangerous situations where things could easily get much worse with the wrong decisions, and might be better with good ones. I tend to enjoy other settings more for their take on future evolution of culture, whereas most of Traveller strikes me as current or past civilizations blown out to interstellar scale. I do enjoy fiddling with setting details that may never come up in play. I have files on about a hundred NPCs that never made their way into any session, for example. - Tim