Multi-Reply

By J Roberson ·

TML message #6098From bundle 502

Just a list of responses, that's all:

I own naught but Megatraveller. From what I've seen of CT and heard of TNE,
I would prefer the former over the latter. I didn't mind the Rebellion setting,
but I also considered "backdating" my campaign to pre-Rebellion times.

I know nothing of the internal politics at GDW. I didn't even know Mark was
gone. Furthermore, I can't comment on Challenge's quality because my nearest
store has stopped carrying it. If anyone would care to enlighten me, please
do.

I have to agree that 1)the trend toward nihilistic 'dark future/fantasy"
role-playing campaigns is rather disturbing, at least because it's becoming
so prevalent and 2)that if you don't like it, rewrite it. Use the game
mechanics, unless they are so intertwined into the background as to be
unworkable outside of it. (I don't see Cthulhu as being used for anything
other than Cthulhu or other Horror genres). Personally, I favor GURPS.
(BTW, where's the GURPS 2300 book?)

Shadowrun. No one seems to like this much. I wasn't too impressed and was
rather cynical of the background and game mechanics when I began playing
with my friends. Many faux pas as I learned what worked and what didn't.
I still refer to it as "Yahtzee, the role-playing game". Nonetheless, I
have "gotten into" it, at least insofar as buying the main rules and magic
supplement, and having accumulated about a meg and a half of material posted
by other on the net. I have examined each carefully for game balance and
background suitability. I have also corresponded with a number of people
who are equally as articulate, mature, and concerned with the role-playing
aspects of Shadowrun as those on this list. (I have also encountered the
power-gaming "munchkins"). I have to say that it's ('it' being the quality
of a game, rules, or background) lies in the players, not the writers; and
the quality of life lies in the people who live it, not the circumstances they
find themselves in.


J Roberson