ACKS is the lovechild of B/X and Traveller by way of a classical history education
Mid-level ACKS is structurally Traveller-esque, particularly when played nautically
We see this especially in the trade system
Traveller's no-ship, have-ship, and "oh god what do I do with all this money" phases of play are analogous to ACKS' dungeon, wilderness, and domain phases
Traveller-style Patrons, with money but without land or force, are a good solution to "why hire adventurers" for ACKS
Traveller is better at Traveller than ACKS is.
God I'm burnt out on ACKS.
Conclusions:
Maybe I should run Traveller but add the best parts of ACKS
Steal holdings and trade rules from Suns of Gold
Probably lots of things worth mining from Stars Without Number, really
Might also be things worth taking from Classic Traveller
i think that the flaw in traveller is the late game... and acks at leats in my group is delivering a really cool late game with war, aliances, and magical constructs. SWN may have a nice endgame with factions...I have to try that.
Huzzah, Traveller! I actually have an opportunity to license the Traveller rules for an Autarch sci-fi game. I've been mulling it heavily.
ReplyDeleteI don't agree that Traveller does its Traveller parts better than ACKS does it CKS parts. I think ACKS' mass combat is best-in-class, for sure.
i think that the flaw in traveller is the late game... and acks at leats in my group is delivering a really cool late game with war, aliances, and magical constructs. SWN may have a nice endgame with factions...I have to try that.
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