Similar effect on the guy in the next office.
If you can ignore the Australian accent, this is fascinating
Oi.
Deane Hutton was actually my dadās high school science teacher in the 60s (before he and Rob Morrison started hosting the Curiosity Show).
As a kid I thoroughly enjoyed watching that show.
I knew we had some Australians, but I couldnāt remember who
AH! SORCERY! KILL THE WITCH!
Burn the heritic. Exterminatus!
Heretic was just Doom with a fantasy theme.
Still nice to play - but if you play it DOOM style, you got your a$$ whupped
Also had a lot of melee and quasi-RPG elements, didnāt it?
I think it was still a Doom-style simple plot and scenario design, though.
There was definitely some melee.
Thinking about it, I think I played some Hexen but not Heretic. Apparently Hexen is a sequel, but then there was Heretic II, so itās confusing.
Especially for the BigDinosaur Disco ā¦
Dinosaurs with magnets! Theyāre adorable!
Christmas with the inimitable musical styling of William Shatner. The only saving grace is the presence of Billy Gibbons.
The other morning, on a local radio show, they mentioned Billyās album and played part of Shatnerās nightmare of a song. Oh the horror.
Shatner should go back to the Enterprise
This is⦠just⦠abhorrent. Whew.
Ryan Reynolds being Ryan Reynolds.
The classic 1977 version of the Traveller RPG is now available for free. The link below gives you some details and a link to the page at DriveThru RPG. On that site, thereās an āothers also purchasedā link to āGuide to Classic Travellerā thatās also free.
Travellerās weird. I didnāt read it until recently-ish (early 2000s?) when there were big compilations available that were in that weird landcape format (bound on a short edge) so Iāve got the main body of the original edition spread over a couple books. Being a product of that era, it also
Looking at Traveller with modern eyes, itās interesting. Almost everything is (potentially) random, but in a way that has two distinguishing features:
First, itās clearly designed in an era when computing resources were uncommon/limited. This means you have a lot of āmanual algorithmsā with surprisingly few decision points. Character creation (which infamously has āyou diedā as a possibly and sometimes likely exit) has an intentional second use as generating NPC stats for the DM. Generation is pretty āsimpleā and has been done online. Hereās one tool: Classic Traveller Character Generator
The second thing that strikes me about the excessive randomization and process use is it leads to making shallow descriptions that the players and GM have to give life to. Characters can be very easy to note the essential stats, as can planets (both can be boiled down to a short list of pseudo-hexadecimal text strings). I feel like it could lead to situations where players make interesting choices of limited known data, like choosing between a primitive planet or a high-tech planet, but the GM has space to get creative with both of those to fill in details.
Both lead to something that as an 80s gamer was great, but now⦠Less so. Thereās tons of room for ānon-gaming playā in the Traveller rules, in that you could use free time to generate characters, systems, ships, etc. Great at the time⦠But now I donāt have the same kind of free time.
With my position Iāve also stayed away from the arguments about editions and such. I do like that to my understanding thereās modern editions where they kept the randomness and āpush your luckā elements of character creation, but instead of dying with a failed role you pick up a serious lingering injury.