About: Traveller: 2300 Designer's Notes   Sponge Permalink

An Entity of Type : dbkwik:resource/jqiagBYt7gleQRig0FoSXQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

[[Category: Books]] [[Category: Books]] This article appeared in Challenge 27 and was written by Marc Miller. Traveller: 2300 is GDW's new science fiction role-playing game, but the conceptualization, design and development of the game has taken more than a year. During that time, the GDW staff working on the project has thought and rethought just about every possible approach to a high quality science fiction game and sought out the best possible approach.

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rdfs:label
  • Traveller: 2300 Designer's Notes
rdfs:comment
  • [[Category: Books]] [[Category: Books]] This article appeared in Challenge 27 and was written by Marc Miller. Traveller: 2300 is GDW's new science fiction role-playing game, but the conceptualization, design and development of the game has taken more than a year. During that time, the GDW staff working on the project has thought and rethought just about every possible approach to a high quality science fiction game and sought out the best possible approach.
Version
Name
  • Challenge 27
Caption
  • Artist:Steve Venters
Edition
  • First Edition.
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Available
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  • {number of pages}
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  • yes
Format
  • Magazine article.
Year
  • 1986(xsd:integer)
abstract
  • [[Category: Books]] [[Category: Books]] This article appeared in Challenge 27 and was written by Marc Miller. Traveller: 2300 is GDW's new science fiction role-playing game, but the conceptualization, design and development of the game has taken more than a year. During that time, the GDW staff working on the project has thought and rethought just about every possible approach to a high quality science fiction game and sought out the best possible approach. From a design standpoint, I adopted a guiding phrase early in the process - playable realism. My aim was to produce a game that had the utmost in realism, but was also totally playable. Realistic games that aren't playable tend to sit on the shelf; playable games that aren't realistic are unsatisfying. I made it a goal for Traveller: 2300 that it would be both. One of the central concepts in the philosophy of playable realism was the concept of tasks.
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