Originally posted by Liam Devlin:
Okay, I'll stab another time, see what bites. We hear a lot on this (and other boards of Traveler, namely the other "guys" of TML, Tne-silenttower), but mostly here, that ya'll (bein in the South I can get away with that word)thought the RC sphere of things too jingoistic/ self righteous, etc.
I had may own way of dealing with it, I'd love to hear yours, or your convictions/reasons why it felt like a straitjacket cookie cutter plot line.
Hey, flame all ye want--No skin off me, just don't get booted off by the moderators.
Lurkers...(I'm #1087, lookee how many have joined since 03 SEP 02!) c'mon in. Drp yer .02 credits worth.
I enjoy good arguments. I'm open, and the teflon is on. Fire away lads (lady, if LisaGB is hereabouts!)
To be absolutely fair, I can only really comment on the TNE rule book (which I read at the time, and only bought cheap via eBay recently) and FF&S 1 and Smash and grab (which I bought recently). I'd loved CT, and whilst MT got me rather lost at times, consolidating the CT variants seemed OK, although I wasn't wild on the Rebellion story line because it seemed a little too incoherent. Arrival Vengeance I loved (possible it suited my mood at the time) and I was very excited when I first heard about T:TNE. The idea, the original concept, of something that would capture the epic sweep of the Imperium but not as it stagnated or fell, but at a new dawn. That was cool.
(Note: I also loved the concept of T4, but I HATE that 1/2 die!)(But then, the Traveller echoes of the initial voice over to Andromeda still affects me, and mostly I think Andromeda's twaddle, so go figure...)
Then I read the Traveller: The new Era rulebook. On rational grounds, I (and my then playing group) loathed the GDW house system (I still prefer DGP or 2300) so that was a big strike aginst it. And the self-righteous arrogance of the Reformation Coalition (or was it Dave Nielsen?) seemed to leap of every page at me: "what went before was bankrupt and wrong, and we can set it right with a big gun and a bad attitude". Having re-read the rulebook recently, it's clear that part of that perception on my part stemmed simply from a nostalgia for CT, because it is quite clear that the RCES etc are transient things (although the wiff of "They were great but lilly-livered liberals after the fact will rubish their memories and claim there wrong when they were right" was tiresome). It is also true that, just as for many gamers 2300 as a game was marred by GDW's obsession with the Kafer War, the New Era rulebook was obsessed with the miltary aspects of the setting and that at some fundemental level the highly agressive RCES approch was right in some wider moral sense.
I might well have enjoyed the Regency Stuff (the whole "We Keep the Flame" thing from Arrival Vengeance etc was hugely dramatic and affecting) but the damage was done in the original rulebook.
I basically made my excuses and left at this point, briefly looking in when T4 raised it's head, stumbled into that f**king 1/2 dice and a lot of recycled Foss artwork and left again (in the process ditching most of my RPG stuff). A couple of years (god, nearly three) ago I got back into RG's, started rebuilding my collection etc.
Now, having re-read T:TNE and a couple of the supplements, I still don't like the writing style, the tone that I still infer as the one the designers expected the game to be played with, or the inferrance that most of what had gone before needed to be junked (both of which I still think are valid inferences from the text, even if they are not the INTENDED implications).
I look forward to what Martin's going to do to take the storyline forward with great interest. I doubt I'd ever run a game in TNE (certainly not with the GDW house rules) and if I did, it would probably be in a variant universe. Covert agents trying to protect the peaceful symbiotic human-virus civilisation hidden behind the Black Curtain (an RCES propaganda name) spring to mind, probably somewhat influenced by Ian Banks Culture Novels (subjecting the RCES to a close encounter with Special Circumstances is an entertaining fantasy...), or something else that turns the moral and politcal assumptions I disliked in the original on their heads (Hmm, the Dawn League was trashed because actually they were a bunch of Sophont slavers and the RCES are knocking over TED's is steal their technology... nah, still not my style).
Leaving aside the emotive issues, I think GDW made the fatal miistake of getting caught up in the idiocy promulgated by Witless W**kers, ahem, sorry, White Wolf that RPG books were some sort of substitute novel. They aren't. They are reference books to help people run games, so they should be written as reference books (concise, informative, readable), not novels. Too much of TNE was flavour text deluding itself to think it was reference material, and the rest of the reference material seemed to be weapons stats
.
This is a failing that MANY games fell in to (most of White Wolf, lots of D&D as far as I can tell) at the time. If Dave Nielsen et al wanted to write novels, they should have done so. Fiction set it the Traveller universe is a great idea (to date, the best thing QLI have done IMO is publish TA1, Martin's collection of short fiction, and provide a home for the TNE short fiction), but it's separate entity to reference material.
Enough, I'm rambling and whilst T:TNE is my least favourite version of Traveller, I'm not one of those who wants to see it expunged from cannon (even though Virus makes me wince in a way that thruster plates, black globes etc never did) and I'm really looking forward to see where Martin takes the timeline.
Lie long and prostrate...