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How should the Rebellion have been developed as a product line?

Originally posted by kaladorn:
The mere *existence* of this canon legitemizes views that support it and undermines views that do not, even if a referee is prepared to 'go his own way'. His players will always know there is the 'official' version and will compare his work to it.
This is not true. Not all referees are unlucky enough to be saddled with that kind of players. None of my current players, for instance, knows anything about the Traveller canon except as filtered through me. And previous players who did buy Traveller material were perfectly happy to allow me to change whatever I wanted (They did feel entitled to a hint whenever I changed something they would otherwise have based their actions upon. I agree completely with that view).

And IMO any player who did require his referee to stick religiously to canon would be wrong. As much in the wrong as a player who castigated his GM for using Sherlock Holmes or Harry Flashman in a historical adventure IMO would be.

But the presence of the canon is a subtle, or sometimes not so, mirror against which all of a refs divergences will be metered.

I happen to think this is not a good thing.
The solution is simple. Don't base your campaign on the Official Traveller Universe (or the GTU either).

Indeed, if you really think that the presence of canon is a bad thing, I can't understand why you concern yourself with any Traveller discussion other than those purely concerned with rules. I'm not trying to be snide here. If canon is a bad thing, what do you use instead? Your very own campaign universe entirely made up by you alone, supplemented, perhaps, by generic adventures adapted to your universe?

Witness the number of canon arguments on TML and here. That's all the evidence I really require...
Evidence of what, pray?


Hans
 
Originally posted by kaladorn:
The mere *existence* of this canon legitemizes views that support it and undermines views that do not, even if a referee is prepared to 'go his own way'. His players will always know there is the 'official' version and will compare his work to it.
This is not true. Not all referees are unlucky enough to be saddled with that kind of players. None of my current players, for instance, knows anything about the Traveller canon except as filtered through me. And previous players who did buy Traveller material were perfectly happy to allow me to change whatever I wanted (They did feel entitled to a hint whenever I changed something they would otherwise have based their actions upon. I agree completely with that view).

And IMO any player who did require his referee to stick religiously to canon would be wrong. As much in the wrong as a player who castigated his GM for using Sherlock Holmes or Harry Flashman in a historical adventure IMO would be.

But the presence of the canon is a subtle, or sometimes not so, mirror against which all of a refs divergences will be metered.

I happen to think this is not a good thing.
The solution is simple. Don't base your campaign on the Official Traveller Universe (or the GTU either).

Indeed, if you really think that the presence of canon is a bad thing, I can't understand why you concern yourself with any Traveller discussion other than those purely concerned with rules. I'm not trying to be snide here. If canon is a bad thing, what do you use instead? Your very own campaign universe entirely made up by you alone, supplemented, perhaps, by generic adventures adapted to your universe?

Witness the number of canon arguments on TML and here. That's all the evidence I really require...
Evidence of what, pray?


Hans
 
Thanks very much for that link Elliot
.

It is a very interesting article and there is enough in it to warrant quite a few replies to threads old and new (and some not even started yet ;) ).
 
Thanks very much for that link Elliot
.

It is a very interesting article and there is enough in it to warrant quite a few replies to threads old and new (and some not even started yet ;) ).
 
Thanks very much for that link Elliot
.

It is a very interesting article and there is enough in it to warrant quite a few replies to threads old and new (and some not even started yet ;) ).
 
Originally posted by rancke:
This is not true. Not all referees are unlucky enough to be saddled with that kind of players.
Some are, some aren't. Not all referees are fortunate enough to NOT be saddled with this kind of player.

None of my current players, for instance, knows anything about the Traveller canon except as filtered through me. And previous players who did buy Traveller material were perfectly happy to allow me to change whatever I wanted (They did feel entitled to a hint whenever I changed something they would otherwise have based their actions upon. I agree completely with that view).
I guess you must have hewed pretty close to canon. To give a hint to my players every time I changed canon would have been... interesting... and time consuming. I can't know what they think they know and are basing their decisions on. Since canon has been at times inconsistent, unavailable, forbidden, etc, the net result is different people have different levels of access and different understandings of it. This can lead to... pain. Someone make a decision based on their perception of it, and finds out later that, IMTU, it ain't so. And they get, perhaps a bit justifiably, annoyed.

And IMO any player who did require his referee to stick religiously to canon would be wrong.
They don't require it. The problem is, they don't know where you're going to deviate from it and you don't know what they know or do not know. That's where the years of differing canons has left us.

The solution is simple. Don't base your campaign on the Official Traveller Universe (or the GTU either).
Another simple solution would be to play in a time for which little canon exists. Or to play after the end of official canon... oh wait, they keep moving that. Or to play in somewhere not officially detailed... oh wait, they keep adding new stuff. Or to play somewhere that everyone knows the relevant canon. Oh wait, they keep changing it and retconning and revising and papering over!

Ah yes, a lovely state of affairs. I can see why you like it. :confused:

Indeed, if you really think that the presence of canon is a bad thing, I can't understand why you concern yourself with any Traveller discussion other than those purely concerned with rules.
The minute something exists in a game, is put on print in a manual or official source, it gets 'gravitas'. It obtains a significance by publication. There will always be a subtle pressure to use it or to explain why one differs from it. You can disagree with me, but my experience has shown this to be the case not just for myself. Maybe you have been fortunate enough not to experience it, but that doesn't invalidate the experiences I and others I know have had.

I'm not trying to be snide here. If canon is a bad thing, what do you use instead? Your very own campaign universe entirely made up by you alone, supplemented, perhaps, by generic adventures adapted to your universe?
It's existence gives it some weight. Why play "Traveller" at all if you don't use some form of OTU? But, OTOH, if the OTU had 'ended' at a particular point, you'd have a commonly understood framework to work from and a free hand to write with. But they've written over bits of their past. They've re-written galactography. They've written past places that should have been endpoints. They've taken sectors that they claimed they'd never do a thing in, and put in systems and even maps. Yes, one could just use the rules and nothing else, but even then, some of the rules are tied into the OTU (the rules on jump, fuel usage, weapons, etc). Oh wait, I can change them too, but then what am I doing playing Traveller at all?

I'm not being snarky here, I'm just pointing out that there would be benefits to having canon actually adhere to claims it has made about areas it won't touch and time frames it won't write through. Similarly, it would be advantageous not to have had so much retcon, decanonization, etc.

You might find this has never affected anyone's gaming experience. I have seen it do so, and ultimately, right or wrong, that is the criteria by which people will remember a thing - whether they enjoyed it or it caused them some annoyance.

Witness the number of canon arguments on TML and here. That's all the evidence I really require... /QUOTE]Evidence of what, pray?
Exactly my point, that's what. Of the fact that canon is a source of argument, conflict, and from time to time, a serious amount of acrimony. Additionally, it hurts some folks heads to try to make sense of it (even when that is night impossible).

Yes, you could throw it all away. It would have been much nicer to have not had this set of problems in the first place.

On another front:
I don't know what inhalants the TNE folks were taking, but everyone I've ever played with (okay, that's only about 20 traveller players, all told) has thought SOM was an awesome book and most didn't like TNE. So, I'm dubious on their judgements in this particular. They may have listened to some small but vocal feedback. Remember, usually people annoyed with produce feedback. A lot of happy people will just take their product and go enjoy it. And so, taking feedback as the general opinion can be frought with issues.
 
Originally posted by rancke:
This is not true. Not all referees are unlucky enough to be saddled with that kind of players.
Some are, some aren't. Not all referees are fortunate enough to NOT be saddled with this kind of player.

None of my current players, for instance, knows anything about the Traveller canon except as filtered through me. And previous players who did buy Traveller material were perfectly happy to allow me to change whatever I wanted (They did feel entitled to a hint whenever I changed something they would otherwise have based their actions upon. I agree completely with that view).
I guess you must have hewed pretty close to canon. To give a hint to my players every time I changed canon would have been... interesting... and time consuming. I can't know what they think they know and are basing their decisions on. Since canon has been at times inconsistent, unavailable, forbidden, etc, the net result is different people have different levels of access and different understandings of it. This can lead to... pain. Someone make a decision based on their perception of it, and finds out later that, IMTU, it ain't so. And they get, perhaps a bit justifiably, annoyed.

And IMO any player who did require his referee to stick religiously to canon would be wrong.
They don't require it. The problem is, they don't know where you're going to deviate from it and you don't know what they know or do not know. That's where the years of differing canons has left us.

The solution is simple. Don't base your campaign on the Official Traveller Universe (or the GTU either).
Another simple solution would be to play in a time for which little canon exists. Or to play after the end of official canon... oh wait, they keep moving that. Or to play in somewhere not officially detailed... oh wait, they keep adding new stuff. Or to play somewhere that everyone knows the relevant canon. Oh wait, they keep changing it and retconning and revising and papering over!

Ah yes, a lovely state of affairs. I can see why you like it. :confused:

Indeed, if you really think that the presence of canon is a bad thing, I can't understand why you concern yourself with any Traveller discussion other than those purely concerned with rules.
The minute something exists in a game, is put on print in a manual or official source, it gets 'gravitas'. It obtains a significance by publication. There will always be a subtle pressure to use it or to explain why one differs from it. You can disagree with me, but my experience has shown this to be the case not just for myself. Maybe you have been fortunate enough not to experience it, but that doesn't invalidate the experiences I and others I know have had.

I'm not trying to be snide here. If canon is a bad thing, what do you use instead? Your very own campaign universe entirely made up by you alone, supplemented, perhaps, by generic adventures adapted to your universe?
It's existence gives it some weight. Why play "Traveller" at all if you don't use some form of OTU? But, OTOH, if the OTU had 'ended' at a particular point, you'd have a commonly understood framework to work from and a free hand to write with. But they've written over bits of their past. They've re-written galactography. They've written past places that should have been endpoints. They've taken sectors that they claimed they'd never do a thing in, and put in systems and even maps. Yes, one could just use the rules and nothing else, but even then, some of the rules are tied into the OTU (the rules on jump, fuel usage, weapons, etc). Oh wait, I can change them too, but then what am I doing playing Traveller at all?

I'm not being snarky here, I'm just pointing out that there would be benefits to having canon actually adhere to claims it has made about areas it won't touch and time frames it won't write through. Similarly, it would be advantageous not to have had so much retcon, decanonization, etc.

You might find this has never affected anyone's gaming experience. I have seen it do so, and ultimately, right or wrong, that is the criteria by which people will remember a thing - whether they enjoyed it or it caused them some annoyance.

Witness the number of canon arguments on TML and here. That's all the evidence I really require... /QUOTE]Evidence of what, pray?
Exactly my point, that's what. Of the fact that canon is a source of argument, conflict, and from time to time, a serious amount of acrimony. Additionally, it hurts some folks heads to try to make sense of it (even when that is night impossible).

Yes, you could throw it all away. It would have been much nicer to have not had this set of problems in the first place.

On another front:
I don't know what inhalants the TNE folks were taking, but everyone I've ever played with (okay, that's only about 20 traveller players, all told) has thought SOM was an awesome book and most didn't like TNE. So, I'm dubious on their judgements in this particular. They may have listened to some small but vocal feedback. Remember, usually people annoyed with produce feedback. A lot of happy people will just take their product and go enjoy it. And so, taking feedback as the general opinion can be frought with issues.
 
Originally posted by rancke:
This is not true. Not all referees are unlucky enough to be saddled with that kind of players.
Some are, some aren't. Not all referees are fortunate enough to NOT be saddled with this kind of player.

None of my current players, for instance, knows anything about the Traveller canon except as filtered through me. And previous players who did buy Traveller material were perfectly happy to allow me to change whatever I wanted (They did feel entitled to a hint whenever I changed something they would otherwise have based their actions upon. I agree completely with that view).
I guess you must have hewed pretty close to canon. To give a hint to my players every time I changed canon would have been... interesting... and time consuming. I can't know what they think they know and are basing their decisions on. Since canon has been at times inconsistent, unavailable, forbidden, etc, the net result is different people have different levels of access and different understandings of it. This can lead to... pain. Someone make a decision based on their perception of it, and finds out later that, IMTU, it ain't so. And they get, perhaps a bit justifiably, annoyed.

And IMO any player who did require his referee to stick religiously to canon would be wrong.
They don't require it. The problem is, they don't know where you're going to deviate from it and you don't know what they know or do not know. That's where the years of differing canons has left us.

The solution is simple. Don't base your campaign on the Official Traveller Universe (or the GTU either).
Another simple solution would be to play in a time for which little canon exists. Or to play after the end of official canon... oh wait, they keep moving that. Or to play in somewhere not officially detailed... oh wait, they keep adding new stuff. Or to play somewhere that everyone knows the relevant canon. Oh wait, they keep changing it and retconning and revising and papering over!

Ah yes, a lovely state of affairs. I can see why you like it. :confused:

Indeed, if you really think that the presence of canon is a bad thing, I can't understand why you concern yourself with any Traveller discussion other than those purely concerned with rules.
The minute something exists in a game, is put on print in a manual or official source, it gets 'gravitas'. It obtains a significance by publication. There will always be a subtle pressure to use it or to explain why one differs from it. You can disagree with me, but my experience has shown this to be the case not just for myself. Maybe you have been fortunate enough not to experience it, but that doesn't invalidate the experiences I and others I know have had.

I'm not trying to be snide here. If canon is a bad thing, what do you use instead? Your very own campaign universe entirely made up by you alone, supplemented, perhaps, by generic adventures adapted to your universe?
It's existence gives it some weight. Why play "Traveller" at all if you don't use some form of OTU? But, OTOH, if the OTU had 'ended' at a particular point, you'd have a commonly understood framework to work from and a free hand to write with. But they've written over bits of their past. They've re-written galactography. They've written past places that should have been endpoints. They've taken sectors that they claimed they'd never do a thing in, and put in systems and even maps. Yes, one could just use the rules and nothing else, but even then, some of the rules are tied into the OTU (the rules on jump, fuel usage, weapons, etc). Oh wait, I can change them too, but then what am I doing playing Traveller at all?

I'm not being snarky here, I'm just pointing out that there would be benefits to having canon actually adhere to claims it has made about areas it won't touch and time frames it won't write through. Similarly, it would be advantageous not to have had so much retcon, decanonization, etc.

You might find this has never affected anyone's gaming experience. I have seen it do so, and ultimately, right or wrong, that is the criteria by which people will remember a thing - whether they enjoyed it or it caused them some annoyance.

Witness the number of canon arguments on TML and here. That's all the evidence I really require... /QUOTE]Evidence of what, pray?
Exactly my point, that's what. Of the fact that canon is a source of argument, conflict, and from time to time, a serious amount of acrimony. Additionally, it hurts some folks heads to try to make sense of it (even when that is night impossible).

Yes, you could throw it all away. It would have been much nicer to have not had this set of problems in the first place.

On another front:
I don't know what inhalants the TNE folks were taking, but everyone I've ever played with (okay, that's only about 20 traveller players, all told) has thought SOM was an awesome book and most didn't like TNE. So, I'm dubious on their judgements in this particular. They may have listened to some small but vocal feedback. Remember, usually people annoyed with produce feedback. A lot of happy people will just take their product and go enjoy it. And so, taking feedback as the general opinion can be frought with issues.
 
my cr0.02

I think the biggest problem with the Rebellion was that it developed organically, without a plan. I agree tht the MT boxed set, as released, represented an interesting shakeup for the OTU. The problem is that it started out intentionally ambigious and when the time came to advance the plot they made it up as they went along. Bzzzt! It's okay to improvise but one should have a goal in mind. I doubt that neverending struggle was ever the goal.

IMHO, the *entire* OTU suffers from this improvisation weakness... the scope established with the release of later CT products was obviously not the scope intended in the early days of the OTU. Some days I wonder if those squares on the big OTU map weren't originally intended as subsectors.

<digression>
Now there's a thought - set a game in the OTU but make it 1/16 size. I've toyed in the past with creating my own setting based on the OTU but with things small enough and close enough together that the PC's could make a difference. The Aslan are still there, the Ancients and all they represent (Vargr, Droyne etc.), the K'kree and hivers are out there too. I get to use all of these wonderful, detailed, things from the OTU, but set it in a time and a place where a 1000dton cruiser *is* a notable ship and maybe we don't know everyting there is to know about these weird alien races on our borders.
</digression>

I think the faction books would have been a great idea- especially if each one introduced an alternate timeline in which *their* faction won the Rebellion. That would have served to keep things ambigious and open (as per the original goals of MT) while denying any particular outcome the benefit of canon's gravitas.

All in all I'm a big fan of the OTU. But I can also see that a lot of the things that make it cool as a SF setting (scope, detail etc.) are also things that are problematic as a gaming setting.... which explains why so many of us spend much more time playing with the OTU rather than in the OTU.

And yes - it is quite possile to play Traveller outside the OTU. It's a great setting, but not the be all and end all. Some of us do also like and admire Traveller as an RPG rules set which allows gaming out the future of our OWN imagination. But OY that is a LOT of work.

And that, dear readers, is the beauty of our olde game - a little something there for everyone.

pax,

--michael
 
my cr0.02

I think the biggest problem with the Rebellion was that it developed organically, without a plan. I agree tht the MT boxed set, as released, represented an interesting shakeup for the OTU. The problem is that it started out intentionally ambigious and when the time came to advance the plot they made it up as they went along. Bzzzt! It's okay to improvise but one should have a goal in mind. I doubt that neverending struggle was ever the goal.

IMHO, the *entire* OTU suffers from this improvisation weakness... the scope established with the release of later CT products was obviously not the scope intended in the early days of the OTU. Some days I wonder if those squares on the big OTU map weren't originally intended as subsectors.

<digression>
Now there's a thought - set a game in the OTU but make it 1/16 size. I've toyed in the past with creating my own setting based on the OTU but with things small enough and close enough together that the PC's could make a difference. The Aslan are still there, the Ancients and all they represent (Vargr, Droyne etc.), the K'kree and hivers are out there too. I get to use all of these wonderful, detailed, things from the OTU, but set it in a time and a place where a 1000dton cruiser *is* a notable ship and maybe we don't know everyting there is to know about these weird alien races on our borders.
</digression>

I think the faction books would have been a great idea- especially if each one introduced an alternate timeline in which *their* faction won the Rebellion. That would have served to keep things ambigious and open (as per the original goals of MT) while denying any particular outcome the benefit of canon's gravitas.

All in all I'm a big fan of the OTU. But I can also see that a lot of the things that make it cool as a SF setting (scope, detail etc.) are also things that are problematic as a gaming setting.... which explains why so many of us spend much more time playing with the OTU rather than in the OTU.

And yes - it is quite possile to play Traveller outside the OTU. It's a great setting, but not the be all and end all. Some of us do also like and admire Traveller as an RPG rules set which allows gaming out the future of our OWN imagination. But OY that is a LOT of work.

And that, dear readers, is the beauty of our olde game - a little something there for everyone.

pax,

--michael
 
my cr0.02

I think the biggest problem with the Rebellion was that it developed organically, without a plan. I agree tht the MT boxed set, as released, represented an interesting shakeup for the OTU. The problem is that it started out intentionally ambigious and when the time came to advance the plot they made it up as they went along. Bzzzt! It's okay to improvise but one should have a goal in mind. I doubt that neverending struggle was ever the goal.

IMHO, the *entire* OTU suffers from this improvisation weakness... the scope established with the release of later CT products was obviously not the scope intended in the early days of the OTU. Some days I wonder if those squares on the big OTU map weren't originally intended as subsectors.

<digression>
Now there's a thought - set a game in the OTU but make it 1/16 size. I've toyed in the past with creating my own setting based on the OTU but with things small enough and close enough together that the PC's could make a difference. The Aslan are still there, the Ancients and all they represent (Vargr, Droyne etc.), the K'kree and hivers are out there too. I get to use all of these wonderful, detailed, things from the OTU, but set it in a time and a place where a 1000dton cruiser *is* a notable ship and maybe we don't know everyting there is to know about these weird alien races on our borders.
</digression>

I think the faction books would have been a great idea- especially if each one introduced an alternate timeline in which *their* faction won the Rebellion. That would have served to keep things ambigious and open (as per the original goals of MT) while denying any particular outcome the benefit of canon's gravitas.

All in all I'm a big fan of the OTU. But I can also see that a lot of the things that make it cool as a SF setting (scope, detail etc.) are also things that are problematic as a gaming setting.... which explains why so many of us spend much more time playing with the OTU rather than in the OTU.

And yes - it is quite possile to play Traveller outside the OTU. It's a great setting, but not the be all and end all. Some of us do also like and admire Traveller as an RPG rules set which allows gaming out the future of our OWN imagination. But OY that is a LOT of work.

And that, dear readers, is the beauty of our olde game - a little something there for everyone.

pax,

--michael
 
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