Pedrop says:
... Starforged ... lot of reading in foreign language ... many Moves available there especially for 7 and 9 year olds ...
Indeed. It really is meant for players who can do it on their own.
I do find that this is where rules-lite games are at their best, where the group is already relying on the GM to tell them the rules. These games tend to work with very new players --who need the GM to decide for them anyway-- and very experienced players who can interpolate the implied rules, but for the in-between --which is most-- I have found players quickly struggle with the 'lack of options' they are
given, I don't agree that OSR, or WoDu, or rules-lite are 'good for new players' much beyond the first introduction or one-shot.
Pedrop says:
... you usually only look for one 6 at thats it ...
I have never been a fan of binary success. Even in early DnD I always took into account how much you missed by, or how well you succeeded. A miss by 1 does not seem very fun.
While Traveller implies it is optional, I expect most rolls to care about the Effect Level, and in more detail than they imply. Just like with their Combat rules, I expect the actual (Effect)
number to matter. But we will need to see how that plays out, there are obviously times where there is no scale to care about and we either succeed or fail, but those are the less interesting situations.
Pedrop says:
... Travaller ... only degree of success and failure ...
True. Though remember that the fiction of the situation creates a lot of what YZ tries to do with mechanics. In Traveller --and in any game-- you can garner yourself 'additional successes' through narration of the stakes and actions, though you have to do that before you roll (all games are 'fiction first').
While it is not exactly the same thing, I prefer not to have these things defined by the game system. I was quite interested in the AGE engine with its additional features on every dice roll (Stunts), I like complex dice rolls that do a lot for each roll (take a look at Mausritter's Magic roll). But quickly got frustrated that all those cool and fun actions could
only be done if the player got the right numbers on the Stunts-match: By the rules you can only knock someone down, for instance, if you rolled a Stunt and got the relevant number... that is not right. It could be cool for new players who don't think about doing more than 'hit troll with axe' but as soon as they start to get creative, it becomes a restriction. I want the rules to get out of my way, and not make the more exiting actions harder (though sometimes swinging from the chandelier does add more risk) or less rewarding.
Pedrop says:
... in Traveler when you are very good at some skill you "almost always" hit ...
I don't think Traveller can handle really high numbers. I am inclined towards treating the starting limits (+3 and +4) as the highest we can get, even after the start. I think it will be hard to increase those high numbers, so it might not matter, we will see.
I can see it being hard to miss on a Average Difficulty roll with +3 from a Characteristic and +4 from a Skill, and even a Difficult roll will be almost guaranteed, but that just means that
that character does not need to roll for things others would find 'difficult' and ends up dealing with issues that are Formidable or Impossible for others.
There is a real danger in getting stats up so high that we are not challenged in the area we specialise in. It is boring when we only roll for the things we did not focus on. I think Traveller might benefit from well-rounded characters rather than specialists with high numbers?
Pedrop says:
... "meta" currency ... Stress mechanic ... beanies in Savage Words ...
I am seldom a fan of 'bennies' in most forms and did not like that part of Savage Worlds. I have seen them done well in some games (Cypher System comes to mind), and seen some really good uses of Stress (Blades in the Dark, Nahual, Impulse Drive?), and was really impressed with with the clever way Flying Circus tied Stress back into XP and advancement, forcing the players to engage with both the push-your-luck Stress mechanic as well as the Stress
Reduction mechanic.
Pedrop says:
... traveller companion there is this new attribute Luck ...
I have seen that on the character sheet. We can maybe look at that later if we think it necessary.
I am seldom a fan of 'luck' as a mechanic in games. Monster of the Week handled it rather well, but it was a lot of work and often got forgotten or misused. I see in the most recent --silent-- update that they fiddled with the Luck amounts, but I am not sure it helps the problems.
Pedrop says:
... ships also don't have jump drives - you have to go through fixed and controlled by "government" "portals" ...
That can actually be a lot of fun, but it is a system we could easily implement in Traveller without any changes to the rules, and having this sort of thing enforced in the rules --or even just the lore-- limits the options.
Pedrop says:
... take only mechanics from ... run it with ...
It can be frustrating when games 'get it almost right' and we have two almost perfect systems that we want to smoosh together. That is often tricky and takes a lot of time, but we have all done it. :)
Pedrop says:
... fighting system and space ship battle system ...
Hopefully I don't get shot, or get my 'indie-card' taken away. But take a look at Starfinder. They did a lot of stuff right and there is a lot to steal from there. I constantly found myself impressed with their rules till I realised that they were 'solving problems that I did not have' (i.e. DnD problems). But they were solving them in clever ways.
I particularly liked (I assume since these are the only points I remember) the way they used high-tech shields and armour as a second layer of HP (addressing the silly binary '1 HP is as effective as 100' aspect of DnD/Pathfinder), and that they handled Initiative correctly --though only in space, in land battles they go back to doing it the wrong way round-- those with higher Initiative act
later, so they can react to the choices of those with lower initiative. Outcomes are resolved after everyone has acted.
All this makes for rather fun and detailed battles. Though the rest is still pretty standard DnD, which means 'lacking in most things that are not fighting'. :(
Pedrop says:
... Coriolis ... Bordgame'y maybe ...
That is one of my criticisms about all their games. People go on and on about how pretty they are, but I don't actually care about artwork --and often think it can be a hindrance since it stifles imagination. I agree their books are pretty, but found the text and mechanics a bit lackluster.
They felt like board games, much like Fantasy Flight's Star Wars games. But that is just me.
Pedrop says:
... very interesting Cortex Prime ...
Cortex (don't ask me which one) has so much potential, though there a balance issues which make it difficult to play for long. I have only used Leverage, though. I don't often use pre-made settings, so did not play or read their Firefly despite having it there on my shelf.