Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Wednesday, September 8, 2021

How it Started versus How it's Going

 


Barking Alien had a great post about those games we started with and which ones we still play. It's been awhile since I've gone down this road but let's see ...

I started with Holmes Basic D&D. Still have my copy though it is in rough shape from major use. This was 1979-1980. It was pretty much just D&D for the next few years though I did start writing up my own game with Jedi and Cylons and things in there too. Lots of graph paper was consumed as I dove into AD&D and the new Basic Set and then the new Expert Set and Dragon magazine. 

By the summer of 1982 I added Traveller. That was the second game I really dove into. So many cool things - character generation, ship construction, star system generation - so much in those 3 little books.  

I had been aware of the other TSR games for some time but had not acquired any of them. Later that year I had picked up Star Frontiers and it was not all that much like Traveller but it had its own attractions - the maps! The counters! An interesting take on actions and combat and races and gear - I really liked playing it. 

During 1983 things really exploded as I added Gamma World, Star Trek (FASA), Top Secret, Boot Hill, and Champions. 

The 80's were a great time for RPG's as by the end of the decade I had jumped into Marvel and DC supers games, Twilight 2000, Star Wars, Warhammer Fantasy, Ninja Turtles, Runequest, GURPS, Mechwarrior, and Shadowrun. There were new editions of various games in there as well plus starting up a miniatures hobby with Warhammer, 40K, and Battletech.


Out of those first few let's see ... I do still play and run D&D. Not that same version but I have run Labyrinth Lord (briefly) in the last 3 years. I'd like to do more as it does feel different than "normal" D&D now but schedules are such a constraint we are lucky to keep one game going steadily these days. 

Traveller is one I have taken off the shelf and considered but I haven't run it in at least ten years. Another one I would love to run but it just gets squeezed out every time.

I haven't run Star Frontiers since the 80's but I do still have everything and I do still love a lot of things about that system and setting. Nowadays it mainly serves as a source of inspiration for a potential Star Wars campaign - the adventures in particular. 

As far as the batch from 1983 ... 

  • Gamma World is another of the want-to's but I haven't run it in ... 20 years at least? I really should put together a short run at least.
  • Star Trek - I haven't run FASA Trek since maybe the 90's but I still have all of that material ... and the LUG Trek stuff ... and Decipher Trek ... and I just picked up the Klingon book for Modiphius Trek. So the systems have rotated over the decades but the setting is definitely still a player. Just have to convince at least two of my players to give it a shot. 
  • Top Secret - another box unused since the 80's. I did do the kickstarter a few years ago for a new version from the original creator but it is not a good game. These days when I get the itch for a spy game I'd say Spycraft comes to mind the most but it's just not a genre my guys care a whole lot about. Odds are this will keep gathering dust on the shelf. 
  • Boot Hill was a lot of fun back when but has since been rendered obsolete by Deadlands. Considering we had the most fun with Boot Hill crossing it over with D&D anyway this was not really a surprise. I usually hate "tech" analogies when it comes to RPGs but this is the best case for one that I can think of - everything we wanted to do in Boot Hill can be done easier, faster, and better in Deadlands ... any version of Deadlands. 
  • Then there is Champions ... so good and yet so long since I've actually run a game with it. I still love the system even if it's been bumped aside by M&M a lot over the last 20 years when a superhero game is discussed among the crew. I would still like to run it again so I picked up the lean and mean version and then earlier this year I grabbed the full double-textbook version. It may take a little while but it's on my radar and it will happen eventually.


So most of those early games are not major players for me these days. The oldest thing I've run aside from a D&D game with some regularity these last few years is probably d6 Star Wars and that will continue - it almost became the new game I'm running now. 


BA asks a good question about how people play only one game and for so long and I admit I have no idea. I love the bubbling concoction that is RPG design where new and innovative things emerge and change the way we look at things. D&D is a nice constant in some ways but there are so many other things to do out there that I cannot imagine sticking to one game only and ignoring everything else.  



Wednesday, September 23, 2015

New Edition of Traveller Coming




Mongoose is working on a 2.0 release for their Traveller line. I thought it seemed a little fast but they released the current version in 2008 so 7 years ago ... I suppose that's alright. I have a couple copies of the core book and a handful of the supporting books but I managed to stop my usual collecting impulse (One that comes up a lot with Traveller in particular) for a couple of reasons:

  • No one here has been interested in playing a Traveller campaign in ten years, despite my best efforts
  • The line quickly grew to a _lot_ of books and I just did not need another game to try and "maintain full compliance". Around this time my general RPG policy became "get the core book and maybe an adventure and see if I can get anything going"/
  • I know Mongoose and in addition to their tendency to crank books out at a rapid pace, they have a track record of publishing books that have problems, pushing them out the door regardless of the state they are in. For examples look into the Conan RPG issues, and the Traveller/Babylon 5 supplement as a start.
Other issues aside I thought the core book was solid and looked like a lot of fun. I just never got anywhere with trying to run it. With our group right now, and particularly the Apprentices, if I bring up "Space RPG" then it's pretty much StarWarsStarWarsStarWars! with a slice of StarTrek! in there too.  Even for the other members of my group Traveller has always seemed a little ... dull. Without a personal history with the game, it loses out to all of the other options.

The Beta rulebook is up on DTRPG ... for $20. This recent trend of charging for "beta access" is a thing with me and I will not be a part of it - for them, or FFG, or anyone else. I can sort of see why they are doing it. I think the assumption is that someone who has dropped $20 on it will give real feedback and has some investment in the game versus making it a free download and getting input from anyone who took the time to grab it. I don't necessarily agree with it. Part of me says well, yes, gamers are cheap and putting an up-front price on it probably does weed out some of the griefer types. Another part of me says that $20 investment gives everyone a financial stake in it and is going to open up the entitlement floodgates in a big way. I will say that taking the beta $20 off of the price of the final product is a nice way to handle it and I appreciate that part of it quite a bit.

I never thought the core game had huge mechanical issues so I wondered what they were planning to improve. I haven't seen much about it online but I did find this post over at the Bravo Zulu blog. He looks to be a bigger fan of current Traveller than I am and I do not like much of what he has to say about then changes. I get the copy of advantage/disadvantage but it doesn't really feel all that "Traveller" to me. It looks a lot like change for the sake of change with little concern for backwards compatibility and that's never fun.

So I'll probably wait and see on this one. It can't be as bad as 5th edition Traveller -  no I don't like that one at all - but I'm not thrilled with the direction this one is taking either, based on this early report. I'll look up some reviews when it is released and then we will see.

Thursday, September 4, 2014

Quick Look at Traveller 5

Well, this arrived last week:


After some experience with the early playtest versions of T5 I have dropped in and out of the T5 discussions over the years and until recently had not really bothered to look into the status post-kickstarter etc. This copy was a good deal on eBay and as I page through it I'm beginning to understand why.

For one, it's huge:


It's thicker than the Pathfinder core rulebook, and that's one of the heftier ones on the shelf. To think this game started out with 3 little black books of 48 pages each ... this one is over 650 pages. Sure, there's a lot in there, but even Mongoose Traveller's core book is under 200 pages. I am not normally opposed to the single-rulebook approach but there is so much here I think it turns into a negative on some level. When you're talking options with someone who isn't as into RPG's, pulling out a rulebook that looks like a thick college textbook is not a strong selling point. It was a problem for Hero 5th edition and it's a problem here too, I suspect. Especially compared to some of the other options.

Second, it uses that !#@$#@^% dice mechanic that showed up either in 4th edition or in that early playtest of 5th. The basic idea is to roll under a target number which is typically stat + skill +/- modifiers. Picking a lock might involve Dex (8) + Intrusion (3) with a -1 for crappy tools, giving a target number of 10. To show varying levels of difficulty, we roll dice - an easy task would mean rolling 1D, while a difficult task might involve 3D or more. So on top of the already counter-intuitive roll-low system, now we add on a layer of "rolling more dice is bad" - gah!

I see some of the benefits of doing it this way - hey, your raw stat number really matters in this system - but I am not looking forward to trying to sell that to gamers who have been playing everything from a whole bunch of d20 games where roll high = good to games like Savage Worlds/Star Wars/Star Trek where dice explode and games like Hero where rolling more dice is always better!

Contrast this with classic Traveller and Mongoose Traveller where the basic system is roll an 8+ on 2d6, modified for stats, skills, and situational modifiers. That same lockpick check now is 2d6 +1 (Dex mod) + 3 (Skill mod) -1 (bad tools) to beat an 8+.


I'll post a more detailed look as I dig into the massive tome, but my initial reaction, and this is as a Traveller fan since about 1981, is that it's not great for new players and not all that great for old players either. MegaTraveller was my favorite version until Mongoose came out, and it had a lot more structure to checks and systems than Classic did, which I thought was a plus. Here that systemization is carried to the extreme with everything fitting into a neat little box to the point that even I think it's too much. I suspect those who like "game as art" will hate it but I also suspect Traveller was never their game anyway. Those who like "game as game" may find that it's turned into such a technical manual that the fun has dissipated right out of the game. I'm not kidding here - there are 9 pages of probability charts showing different numbers of dice and percentages vs target numbers. This begins on page 25. Character generation starts on page 59.

I know I'm going pretty negative here but the initial "hitting the high points" survey of the book left me here. A more in-depth exploration may change it but that's going to take more time and I'm not sure how quickly that's going to happen.

Honestly, if you like Traveller and are not particularly wedded to one of the prior editions, check out Mongoose Traveller. It's well-supported, has mechanics that make sense, and has a respect for the earlier versions that is a really nice touch. The main rulebook is comparable to the original 3 little black books and is plenty to get a campaign going.

More to come.

Thursday, June 28, 2012

An Update from the Past, Present, and Far Future


It's been a little quiet here this week - the short version:

  • The main game continues but for the Apprentices this is the lull before July when all of them are here pretty much all of the time. So less to discuss.
  • Current work is in an extremely busy period so less time to play, think and post.
  • Lots of other major changes on the horizon which are taking a great deal of time and consideration, cutting into the meanderings of the gaming mind. This month I'm counting myself fortunate to run and read and still get some sleep in between everything else.
It's not all business and distractions though  - I found this email from, well:


Traveller5 is nearly complete. Its full of material: Character Generation, Androids, Robots, Clones, Worlds, Starships, Small Craft, Adventures, and more.

Monday, December 10, 2007 12:17 AM
 
We're sending you this because you have ordered the Traveller science-fiction role-playing game from Far Future.net in the past.

Traveller5 is nearly complete. Its full of material: Character Generation, Androids, Robots, Clones, Worlds, Starships, Small Craft, Adventures, and more.

come see more at our web page www.farfuture.net
 
We are in the last stages of completing an extensive initial CDROM version of T5 by Jan 31 totaling about 1000 electronic pages. Order now, and we'll send you our special offer now and the CDROM as soon as it rolls of the press.

We have a special offer on the web site. Come see what we have.

www.farfuture.net 

So, if I ordered this in 2007 am I automatically in on the kickstarter? Were people able to order this back then? How did this work out, exactly? I pretty much stopped following it once I got interested in the Mongoose version so I'm a little curious about it.


Wednesday, December 14, 2011

The Game That's On My Mind This Week: Traveller


I've been re-reading the Mongoose Traveller main book this week and it's amazing just how well the system hangs together. Traveller was probably the first non-D&D RPG I got into , around 1981, and the Mongoose version is very similar to that original set of little black books yet it feels very modern in many ways too.

Looking back on the multitude of sessions I've played and run with this game I can say that almost all of them were set in the Third Imperium and almost all of them eventually involved some illegal activity. Sad but true...maybe the game needs an alignment system...


One other thing that strikes me is that most of the time players want to operate at the higher end of the tech level scale - anything less than TL15 is weak and needs to be upgraded as soon as possible. I blame the setting info that the Imperium is TL15 as setting the bar a little higher than I would like. This has gotten me thinking about a different type of campaign - what if you held on to most of the basic Traveller assumptions but dropped the history and assumed that TL10 was common, TL11-12 was cutting edge, and TL9 was where most people operated, especially interstellar operations. Lowest common denominator means it's easier to find parts and crews and probably cheaper too.

This would keep the most common jump capabilities in the 1-2 range, keeps things in the sweet spot for a lot of gear (giving your mercenaries somewhere to climb to that doesn't involve fusion guns), and provides a better explanation for why so many spacers run around with shotguns and cutlasses instead of lasers and plasma guns.


Politically I see it as a region of individual systems with a few extrasystem colonies discovering and competing with each other in an economic and military sense but without open warfare just yet. I see it as a post-collapse recovery but with whatever interstellar empire once existed being a vague legend.


What would characters do? The traditional merchants and mercenaries campaigns are an option but so would a "Shadowrun" type game where the PC's move in between the major players as independent free agents. If someone is a scientist or academic then the discovery of ancient tech (TL15 maybe) could lead to a surge of interest in archaeology (and the men with guns who guard that work). The lack of knowledge of what's in every single system would make it much easier for pirates to operate and a campaign could go hard in a "Pirates of the Stellar Caribbean" way. Combine that with the ancient tech plotline and you have a lot of material to work with and a lot of directions to go. Merchants could be part of the regular supply run to a dig site. Agents might be infiltrators from a corporate entity or rival government that wants to keep an eye on things. Drifters might be hired for basic labor tasks like digging. I think having a solid outline for your initial adventure or starting situation makes it easy to include almost any character type - then let events run their course and see what the players do.


I guess that my point is that it would be refreshing to run and play Traveller in an area where everything isn't "known" but not where galactic society is in a total dark age with unrepairable declining tech ala 40K and early Battletech. I thnk there's a fertile middle ground that I know I have yet to explore where the tech is higher than our world today but not dramatically so and where some of the big picture is visible and the rest begs to be explored - preferably by player characters.

Wednesday, February 16, 2011

Some Love for the Science Fiction Game

I know I have posted some sci-fi stuff but it's mostly been Star Wars so I thought I would spend a post on other non-Star Wars RPG's that I have liked over the years.



Traveller was my first non-D&D RPG and I encountered the "3 books in a box" back in  1981. I never ran much original Traveller but I spent hours and hours generating subsector maps and planets, rolling up characters, and designing spaceships. The fun toolkit aspect of it cannot be overstated and I spent much time at the library photocopier ensuring I would have the proper sheets to record my experiments. There wasn't a lot of "chrome" or fluff back then, just hard-science mechanics and economics. I doubt many kids are asking their parents what "amortization" means at the age of 13 but if you got into Traveller it was important to know. It's not only Hard Science in the Traveller universe, it's Hard Economics too. We played through some of the original adventures and there was a fair amount of support in Dragon as well - remember, it wasn't always a WOTC house organ. There was an article on robots around issue 64 that I used far more than the official supplement.


Megatraveller came out in 1987 and it was huge - finally Traveller had a unified task system and full vehicle construction rules and even more detail on planets and systems and I ate it up. I ran and played a lot of Megatraveller and had a blast. It was backwards-compatible too, similar to how 2E D&D games could easily use 1E modules with about zero changes. This is the version I have played the most over the years. Despite having some interesting adventure material published for it, we pretty much always played our own campaigns, albeit set in the Spinward Marches. It was very much the classic "Merchants and Merenaries" type gaming that has been used with Traveller since the early days. Most memorable character was Sonny Crockett, former space detective (Hey they had a "Law Enforcer" career that was interesting and gave some good skills like Stealth, Intrusion, and Pistol.)


Then Traveller the New Era came out about 1993 and crashed hard - people hated the background, people hated the new mechanics (it was completely incompatible, mechanically, with the 15 years of prior material). I liked it as an environment and I had already seen the mechanics in Twilight 2000 2E so I still thought it was a good game it just wasn't Traveller as we knew it.  We played it a little but if anyone brought up "Traveller" in this period it  pretty much meant "Mega" not "New Era".



Traveller 4 came out some time after this and sucked. Ugly books, pointless changes to the mechanics, the worst editing I've ever seen across an entire product line - there was just nothing good about it. There were some interesting ideas like the Pocket Empires supplement that let players run a space empire (kind of like the dominion rules in the D&D Cyclopedia) but the execution was so bad that no one wanted to give them a try. T4 was so bad that it has the distinction of being one of the few games I have completely disposed of after purchasing. I got it, picked up most of the supplements, realized it was a dog, and dumped it. Bleah.


GURPS Traveller was another version that overlapped with TNE and T4 and if you like GURPS it's a cool game, using the technology and background of Traveller with the mechanics of GURPS. I've played it briefly and while I like GURPS fine for many things, it has a different feel than the original Traveller mechanics which puts it in a position similar to TNE - some people like Traveller for the system and if that's the case then you're not going to care for GURPS. My crew was never all that into GURPS so when I suggested it one time the response was that we could just play Mega and not bother with yet another system.


Eventually Mongoose Traveller came out and I will say that I was pleasantly surprised by the quality - it went back to much of what made the original popular, smoothed out the system from the original books but didn't get as detailed as MegaTraveller and found that magic balance in the center of simplicity, elegance, familiarity, speed, and effectiveness that is so rare among game systems. It has a unified mechanic of 2d6 + skill or stat vs. a target number of 8 - that's it! There might be some modifiers to fix the maneuver drive if you're under fire and venting atmosphere, but the core mechanic is darned simple and works well. It brought back semi-random character generation and much of the good stuff from he original version without focusing solely on the Third Imperium universe. I've only played it a few times and I have not run it but it rally impressed me and I hope they keep making it for a good long time.



The second sci-fi game I picked up was Star Frontiers and it was very much the "light science" counterpart to Traveller. More playable alien races, more weapons (but still oddly fixated on current tech like Jetcopters and ATV's and bullet-guns) it was more Star-Warsy in feel but still went for some level of realism. The original box was packed with basic rules, advanced rules, a two-sided poster map, counters scaled for the map, and a starter adventure that was good enough that I am using it to kick off my Star Wars campaign 30 years later. It was awesome and much time was spent one summer fighting off the escaped hydra and chasing down smugglers on the big city map. It didn't have the subsystems like Traveller did, but it had its own kind of cool.


A year or so later the spaceship expansion came out, Knighthawks, and it was pretty cool too since there were no space rules in the original game. There was a whole series of adventure modules too, many of which didn't suck. SF as a whole continued to receive really good support in Dragon magazine as well, including a set of vehicle combat rules that we adopted instantly and never let go.

After about a 4 year run Zebulon's Guide to Frontier Space came out, tried to convert the whole thing to a color chart system ala Marvel Super Heroes and Gamma World 3E and pretty much killed the whole thing. TSR was under new management and went off after Buck Rogers as their new space game. We never used Zeb's guide and we didn't think much of Buck Rogers either.


The other space RPG of my "Big 3" is Star Trek the RPG, mainly the FASA version. From 1982 on thorough the rest of the 1980's this was Trek for me. It had great production values, the system felt like it fit the universe, and it was well supported with adventures, a starship combat came, miniatures, and magazine articles.  When a new movie came out, we got a new supplement describing it. It made Klingons (and later the Romulans too) interesting and multi-faceted characters instead of orcs in space. People used to rave about Trollpak for Runequest as an example of a home-run monster supplement, but my standard has always been the Klingon supplement this set. I played it with my Captain character for years either in a party or even solo if no one else wanted to play sticking with the same ship and some of the same crew throughout that time.

It's the only game I can remember where "Luck" was a stat. It served as a sort of hero point mechanic in that you could take a luck roll at times as substitute or a backup for a bad roll or a low skill. humans were the only race that did not have a negative modifier to their Luck stat, which explained quite a bit of their success as trusting to your luck was actually viable for many human characters, unlike many aliens.

Combat used an action point system, counters, and a grid map and could be very nasty - as it should be when you can disintegrate opponents in one shot. Ship combat had several levels of detail and used counters on a hex grid plus the very cool control panel approach. In combat each character (running a bridge crew member presumably) ran a different panel - engineering for power allocation, navigation for shields, helm for weapons and movement, etc so that each player had something to do during space battles. This is something many space games have struggled with yet this effective system was published 30 years ago!

At the end of the 80's Next generation was the cool new thing and FASA lost the license. Eventually Last Uncorn came out wit ha new Trek game and I just didn't like. Decipher came out with one a few years later and I do like it, but I've never run or played it. I have all the books for it and they sit on the shelf and await their baptism of fire. If I had a choice to run a Trek game I'd go for Fasa first, then the Decipher version.



There was also "Prime Directive" - I played a whole lot of Star Fleet Battles and I know the universe pretty well and would love to play in it, but PD has been cursed with bad mechanics since it firat appeared in the 90's. The GURPS version isn't bad but I would probably go Savage Worlds for mechanics. Heck, Mongoose Traveller might work too with some customization.That's an interesting idea.


The last entry in this list is Mechwarrior, or the Battletech RPG. The 1st edition came out in 1986 just as BT was getting popular and we jumped on it right away. It was a fairly limited RPG as it was totally focused on having the players play the guys who drive the giant fighting robots used by various noble houses in an almost post-apocalyptic universe 1000 years in the future. If you were into the premise then it was awesome. if not, well, you probably didn't like Battletech either. There was a 2nd edition in 1990 and a 3rd edition in 1998 and all were heavily supported with regional supplements, unit supplements, and of course books of new mechs and other vehicles.



The problem with Mechwarrior was that most of the RPG rules kind of sucked. It's not even so much that the rules were bad it was that they were very narrowly focused and pretty clunky. Sure, we played them as they were the official game at the time, but we also converted them to GURPS (with one group anyway) and experimented with other systems too. Today I would probably use Savage Worlds (I know that's a real surprise to anyone who reads the blog regularly). Sooner or later I will be introducing the apprentices to this game but not just yet.



Campaign-wise we usually played mercenaries - less interference that way. We usually started out with 4-6 characters with 1 mech apiece and built our unit up over time - or died horribly, depending  on how the battle went. When the Clan invasion happened we stayed with the inner sphere and slowly built up our tech whenever possible.  Most memorable character: Wolf Blitzer the XXVIII rd "reporting to you live with the famous Atlas-Cam during our orbital drop on Galtor" -yeah I made him a freelance combat reporter. With an assault mech. He was fun.


Some of the others:

Babylon 5 - a mechanically dull d20 game with a ton of background from an awesome show. Had it, never played it or ran it, eventually dumped it.I had hopes for the Traveller version but it was so full of errors that I skipped it entirely.

Shatterzone - kind of cool from West End Games that kept the card mechanic from Torg. Never ran it, never played it, still have it.

Space Opera - friend had it, tried to run  it, gave up and went back to Traveller as it was complicated for no good reason. Had some interesting ideas but that was about it. This is one I've never bothered to pick up.

Star Hero - I like the Hero System, I like sci-fi games, but I've never played or run it

GURPS Space - played some, but weapons get very deadly and GURPS out of the box is not particularly cinematic or forgiving of severe injuries. If you want gritty in space, GURPS works very well.

Robotech - the game where Mega-Damage first appeared and where it was a good idea. We played around with this a little bit and it was a lot of fun. This and TMNT were my introductions to the Palladium System and I thought it worked just fine at this level. It never took off here as we were a Battletech group but we didn't hate it and broke it out every once in a while for short scenarios.

Anyway, there's a bit more background on my gaming past- it hasn't ALL been D&D. It is funny though how the focus has narrowed over the years. In the 80's I would say Traveller not something we played much more than Trek or Mechwarrior but since then it's been the only consistent sci-fi game in our rotation. Even then, it doesn't get played a ton. These days I can't get anyone interested in Star Trek (I thought the new movie would help there -nope) and Babylon 5 was a non-starter even though a) everyone I know liked the show and b) everyone liked d20 games. I'm not sure why.

I would say maybe we don't like playing in other people's universes, but Star Wars has made a few appearances over the years. I would think maybe it's not playing in places where the main story has already been told but again - Star Wars always has at least some interest. Maybe it's the action element that makes the difference, but B5 was pretty much about a war and didn't lack for action. With Trek I blame the Next gen to some degree - back when all we had was Original Trek there was a fair amount of butt-kicking going on but then the later version got all righteous and decided that meetings were the best way to resolve conflicts. I'm pretty sure FASA Trek didn't have Facilitation or Presentation in the skill list so maybe that killed it for my guys. I suspect the later versions of the show also started to look like playing a Paladin in D&D - there are a bunch of rules you're supposed to follow and to many that equals unwelcome restrictions on what they can do. There's enough of that in real life so they would rather play something where they can cut loose like D&D. I think it's the biggest brake on Jedi players in a Star Wars game too - some don't want to deal with the Jedi Code anymore than they want to hear about the Prime Directive, so they will take a smuggler with an old beat-up ship and a 100,000 Credit debt over cool powers if they are likely to get lectured about them.

So maybe that's my insight from thinking through all of this: People (my people anyway) want to play games where they have a great deal of freedom of action and potentially important choices, even moral choices - they just don't want to be harangued or lectured or berated by NPC's for those choices. The restrictions should come from the player's head, not from fear of (or the hassle of) NPC disapproval. 

I've never really broken that down in quite that way but it does fit the pattern over the years.  Now I have to figure out how to use it. I knew this was a good idea!

Anyway if you have a thought or an insight here, or if you spent time with one of these games, post it down below.