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Designer comments

kafka47

SOC-14 5K
Marquis
Hunter, would you or MJD like to share some of the challenges and insights that went into creating T20. As I don't know about others, but I really enjoy hearing how the creative process works. What was included and what was excluded...beginnings and threads...future visions...etc.
 
Kafka,

I can say that the actual process started on the phone. Hunter and i were brainstorming and we thought could we do a Traveller D20? We thought on it, we talked about it. We argued, we cajolled, we brainstormed. The ideas began to flow and that is how it all started.

Bruce
 
As an aside for folks who don't know it, Bruce falls just after Martin and I when it comes to contributions to T20. There were many late night spent talking on the phone, hashing out ideas and mechanics between the two of us. So he does honestly have as much insight on the development of the game as Martin or I.

The biggest challenge I think we faced was coming up with a version of the d20 System that still managed to keep the feel and flavor of Traveller itself. I think we succeeded there which may surprise many who insist that T20 will be nothing more than D&D in space.

We tried to keep as close to the core d20 System rules as much as possible rather than go for major changes. Part of the point of using the d20 license was to draw on that large core of folks already familiar with the basic play of the rules through D&D. If we monkied with the mechanics too much the rules would become to unfamiliar and not likely to be as readily adopted by our target audience.

Rather than change the rules, we tried to layer new options on top of the existing system where we felt some tweaking needed to be made to fit more with the flavor of Traveller itself. The two main areas we concentrated on were Combat and Prior History.

I'm rather proud of the Prior History system honestly. I think it does a great job of simulating the original Classic Traveller character generation system within the scope of the d20 System rules. It's a hybrid of the basic and advanced chargen system from CT, with characters earning XP each term of service rather than individual skills or skill ranks.

On the combat system, one of my major points of focus was on designing a system that allowed combat through all scales of play, from personal to vehicle to starship combat. This system would also allow for seamless cross-scale combat, for example a combat involving individual characters, vehicles, and possibly even starships involved in the same combat all interacting with one another. To solve these issues we developed the Armor Rating and Damage Dice Reduction rules. This let us keep the statistical value ranges for each combat system pretty much the same, while scaling the damage when say you attempt to fire your gauss rifle at the fleeing air/raft.

The other main focus on the combat system was to add a bit more lethality to the d20 combat rules. I've seen some comments elsewhere that the Stamina/Lifeblood system we use in T20 is based on the Wounds/Vitality rules from d20 Star Wars. Actually this isn't the case; Stamina/Lifeblood owes its existance to the Hero Stun/Body rules instead. Both Bruce and I are old Champions fans, and this was the first thing that came to mind when we were hashing out possible ideas.

On the issue of using classes, let me say we went through a TON of concepts. Everything from dropping them altogether, to using only a single class from which everything else was built upon in character development. Needless to say we were a little surprised when d20 Call of Cthulhu came out ;) Ultimately I made the decision to stick with classes for familiarity. Those who come over to T20 from some other d20 game are familiar with them and how they work making the transition to the T20 rules much easier.

How's that for a start?

Anything specific you want to know?

Also don't forget the Playtesters! The playtest team was INVALUABLE to the development of T20 and let me tell you they contributed a ton to the game. A list of these 20 fine folks (and their handles on these boards) are listed in the credits of the book.

Hunter
 
Another bit of notes on the classes. You might notice that the classes in T20 are a little bit different than most classes found in other d20 games. Rather than earning specific class related abilities at specific levels, in T20 a character earns a 'class feat' at specific levels. This class feat can be selected from a list of feats and/or special specific abilities representing that class. This allows a class in T20 to become more of a template for a general type of character, from which the player can then build upon as they see fit as the character advances in class level. Which means one Merchant won't necessarily have the same feats and specials abilities as another Merchant at the same class level.

Hunter
 
I know the following difficult questions has been answered already but for those who were out of the loop or just heard about T20:

How difficult was the decision to price the book at $45 (US), arguably will be the first d20-based RPG product to break the $40 barrier?

What are your plans or pitch are you going to use to lure d20 gamers to take a chance on this core rulebook product?
 
Reginald,

Ah, yes the 45 dollar question. This was a tough nut to crack. We talked about it alot actually. We looked at the prices of other books out there that almost cost as much but had less pages. We ran the numbers and has been posted before we are only charging .10 cents a page.
The decision was hard, but we do have to make a living off of the work we produce.

The bottom line here is that most people do not realize that we don't get ALL of that 45 dollars we are charging for the book.
We sell it to the distributors, they take their cut and sell it tothe stores and they take their cut and you buy it at the store and that is how it's done. i don't want to give out exact numbers here, so i am speaking in generalities. Forgive me.

From the amount we make, we have to pay the royalties, the artists and the cost of the fabulous book cover! We have to pay the printing costs, the lay out costs and our feeble pay so we can have somewhere to actually do this work.

So, we might be the first company to break the 45 dollar barrier, but we are producing a 464 page hardbound book with an award winning artists cover!
We feel we have put out a product worth your hard earned money.

If you have any more questions, we shall endeavour to answer them...

Bruce
 
Well, what aggressive marketing plan do you have to get the gamers to spend $45 on your Traveller's Handbook product?

What other T20 products are planned for the remaining months of 2002 and what can we look forward to in 2003?

Many recent complaints from gamers about some game companies (like Wizards) have been the lack of customer service (lack of response, delay of response). It seems that customer service don't respond as fast in this day and age of the internet and e-mail. What are you going to do to tackle these issues to ensure good customer relations?

And my final question in this message: You also do electronic software (GRIP) or a division within your company that handles electronics. Are there plans to make a T20 electronic software in the near future (e.g., an electronic tabletop GM management tool)?
 
I have a question! Me! Me!

Can just anyone publish stuff for T20 now, or do we have to submit to you and get in the queue. Specifically, if I am wealthy enough to self-publish, can I queue jump? :) (It's not unrealistic.. I mean, doesn't Hunter own 3 Sectors? lol) Serious question though.

My second question is.... what did you have to leave out of the core T20 rulebook that gave each of you the most heartache?
 
Originally posted by doomhunk:
I have a question! Me! Me!

Can just anyone publish stuff for T20 now, or do we have to submit to you and get in the queue. Specifically, if I am wealthy enough to self-publish, can I queue jump? :) (It's not unrealistic.. I mean, doesn't Hunter own 3 Sectors? lol) Serious question though.
While much of the T20 rules system is being release via the OGL, this doesn't mean anyone can just go out and start printing material for it. You'd still have to have a license from both Marc and from me to do this. Marc for the basic Traveller license and for overall approval, and me for the specific T20 license. And yes, it might be possible to do something like this.

You could however use the rules we are releasing through the OGL to publish your own "generic" line of science-fiction material, but you couldn't use any of the specific Traveller canon material in your products. That's what you need the licenses for.

Make sense?


My second question is.... what did you have to leave out of the core T20 rulebook that gave each of you the most heartache?
Hmmm, that's a toughie. One of the reasons the book is so freakin big is that I wanted to be sure that all of the core stuff was in it that really needed to be there. The THB literally has everything you need to run a Traveller campaign as far as the rules and design systems go. I really don't think we left anything out as far as that goes.

I would have really liked to get in an adventure or perhaps even the Linkworlds material, but time and page count were against us. ;)

Leaving the setting material out believe it or not was a calculated move. Not only did it let us cram more design and mechanics into the book, but it also made the book pretty much a generic science-fiction sourcebook for d20 games. This I think is a big point. The THB can be used as an add-on to say a d20 Star Wars campaign, or a d20 Farscape campaign, or even a d20 Modern campaign when it comes out. There isn't any real setting material that has to be removed or 'filed-off' in order to mix and match with these other systems.

Hunter
 
Originally posted by Reginald:
Well, what aggressive marketing plan do you have to get the gamers to spend $45 on your Traveller's Handbook product?
464-pages of cruchy science-fiction goodness? A fantastic cover by an award winning novel cover artist? I think when folks pick up this monster and see all of the material in it, the price will not become that much of an issue. Honestly, page for page it is cheaper than many of the other RPG game books out there when you work the figures out.

If you mean advertising wise, we have ads running at a lot of the more trafficked web communities, we'll be running occasional ads in Dragon and Dungeon magazines, offering free goodies here at the website, that sort of usual stuff.


What other T20 products are planned for the remaining months of 2002 and what can we look forward to in 2003?
We're trying to get started with a modest quarterly release, of which the first release following the THB will be the Gateway Domain campaign sourcebook (128pg softcover). These releases will be interspersed with online releases through the Traveller's Aide line and the CotI website.


Many recent complaints from gamers about some game companies (like Wizards) have been the lack of customer service (lack of response, delay of response). It seems that customer service don't respond as fast in this day and age of the internet and e-mail. What are you going to do to tackle these issues to ensure good customer relations?
We'll do what we can. While it says 'Inc' at the end of the company name that is for tax purposes ;) We are a very small company with about a half-dozen people working on everything.


And my final question in this message: You also do electronic software (GRIP) or a division within your company that handles electronics. Are there plans to make a T20 electronic software in the near future (e.g., an electronic tabletop GM management tool)?
A T20 version of GRIP will probably emerge around the end of the year. Its my next personal project (I'm the programmer of that too don't cha know!)

If you like the Heaven and Earth software, you'll probably like what's coming. I licensed a version of the source code from Stuart about a year ago with a mind to adapt it for use with GRIP and the Traveller Tools.

Hunter
 
As someone who is trying to get his own game out the door at the minute, I can relate to Hunter et al's tales. It's tough, and so many things happen at the last moment that delays can't be avoided.

Thanks for asking these kinds of questions for us, guys.

My own question is- is there one aspect of T20 that you would like to have spent more time on, either in testing or design work, but you had to just say "It's done, it's done" and let it go?
 
I think character generation was the part where we just had to finish it.
And also we had to just decide on how the classes would be done.
We went through MANY permutations of how classes where going to work.
We had specific feats at time fore ever class and at what level you got those feats until finally we settled on you just pick your feats at certain levels and did not make them specific for each level.
Also another aspect of the game was how to do combat and stay within the bounds of D20 to maintain familiarity with the core audience.
But we also had to maintain a familiarity with the feel of Traveller.
We had several different ideas about the "lethality" of the system and if you can believe it, we even had an even more lethal system that was 'gritty', as everyone was saying when we started this project.
I think we came up with a good compromise. The game is definately lethal!

Bruce
The man BEHIND the curtain
Yes, the one with the Pony tail
 
Originally posted by hunter:
If you like the Heaven and Earth software, you'll probably like what's coming. I licensed a version of the source code from Stuart about a year ago with a mind to adapt it for use with GRIP and the Traveller Tools.

Hunter[/QB]
GLEEP! That's interesting to say the least. Is there any hope of a Mac version of it or is it to Win32 specific?

William
 
Originally posted by William:
</font><blockquote>quote:</font><hr />Originally posted by hunter:
If you like the Heaven and Earth software, you'll probably like what's coming. I licensed a version of the source code from Stuart about a year ago with a mind to adapt it for use with GRIP and the Traveller Tools.

Hunter
GLEEP! That's interesting to say the least. Is there any hope of a Mac version of it or is it to Win32 specific?

William[/QB]</font>[/QUOTE]The one thing that I like both OpenRpg and PC-Gen is that as open source projects, they can run over multi platforms.

While I know that Grip is your baby, but since I have both WinXP and Linux on machine, having one set of tools that I can use in any enviroment without having to risk WINEing it.

One solution is to make the data files some cross platform standard (XML).

This is a business desision of cause, but go with the open source goodness!

Darryl

Darryl
 
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