Some ideas for Call of Cthulhu:
- Roll 3d6 (or 4d6-drop-lowest for a pulpier feel) and assign to taste. Screw 2d6+6 and 3d6+3.
- Calculate skill base levels from attributes, like RQ6/Mythras. Except Credit Rating. Starts at 0% (or maybe do away with it altogether -- maybe with a Social Standing attribute?)
I am being told by an old timer in our group (a notorious railroader GM, no less) that I am a bad person for having people roll for their starting career in WFRP. And this is not a random internet person, it’s a friend who I’ve been gaming with on and off for 20+ years. Seriously, this fucking hobby.
Playing Borderlands 3, every time I draw up the star map I have the urge to stat up a Traveller sector based on it. And this is why I will never be an “ex-gamer” — no matter how long I’ve been away from the dice... it’s there. Like a gaping wound.
Traveller has to feel pulpy, in the "men's adventure" sense of the word. Star Wars, Firefly, Borderlands and even The Expanse all drink form the same sources; Westerns, Republic serials, early-to-mid C20 SF (which in turn drank from Spengler, Toynbee and other historians who believed in cycles of civilization of barbarism).
The days grow warmer and longer; the sun rises earlier and sets later. The cicadas sing from the tree-tops and the mosquitos attack with renewed vigor. We break out the sunscreen and the repellent. We call it spring, after a colonial affetation, but there can be no mistake -- summer is here.
People complaining about the GoT finale: WTF were you expecting? That a series infamous for narrative turnabouts would deliver a nice and tidy finale that would make everyone happy? It was rushed, indeed (and I still can’t fathom why) but it was an interesting conclusion and true to many of the themes explored throughout the series. Spoilers fair game in comments.