Lord Iron Wolf
SOC-12
To my Fellow Travellers,
I have noticed something with many games, including Traveller. It seems that games grow ever more complex and convoluted as they go through new editions. I'm not sure that this is a good trend. How far can a game go into complexity before it is unable to be grasped by new players?
I fear that Traveller V is going to be quite complex to use as it will have all the material and evolution of Books 4-8, Mega, TNE MMT4 and other materials in it. While it may be a delight to us grognards, will it be inaccessable to a neophyte who picks it up from a shelf. Although Traveller Lite may be a fun way of introducing something, often the introductory rules are the ones used to run the games with the more complex rules taking room in the book for little to no reason.
I have always thought that Classic Traveller had simple rules that were easily grasped and had a elegance that was easy to use, allowing the imagination to run wild instead of being a memonic torture to figure out combat or trying to do repairs to a badly damaged McGuffin.
I would much rather see more equipment, arms, exotic planets, cryptic artifacts or mysteries, and alien races than splitting hairs on skills, stats and other minutia.
To sum up the question: Should the next version of Traveller try to add more layers to the rules or should it try to scale back the rules' complexity to simple, streamlined elegance that is quick playing and flexible enough for many different referees' universes?
Looking Forward to your Thoughts,
Lord Iron Wolf
I have noticed something with many games, including Traveller. It seems that games grow ever more complex and convoluted as they go through new editions. I'm not sure that this is a good trend. How far can a game go into complexity before it is unable to be grasped by new players?
I fear that Traveller V is going to be quite complex to use as it will have all the material and evolution of Books 4-8, Mega, TNE MMT4 and other materials in it. While it may be a delight to us grognards, will it be inaccessable to a neophyte who picks it up from a shelf. Although Traveller Lite may be a fun way of introducing something, often the introductory rules are the ones used to run the games with the more complex rules taking room in the book for little to no reason.
I have always thought that Classic Traveller had simple rules that were easily grasped and had a elegance that was easy to use, allowing the imagination to run wild instead of being a memonic torture to figure out combat or trying to do repairs to a badly damaged McGuffin.
I would much rather see more equipment, arms, exotic planets, cryptic artifacts or mysteries, and alien races than splitting hairs on skills, stats and other minutia.
To sum up the question: Should the next version of Traveller try to add more layers to the rules or should it try to scale back the rules' complexity to simple, streamlined elegance that is quick playing and flexible enough for many different referees' universes?
Looking Forward to your Thoughts,
Lord Iron Wolf