You really happen to know the exact wording of SJG's Traveller license?Originally posted by Aramis:
GT is licensed to be Non-authoritative (rules/setting)
Until someone who actually knows what he is talking about tells me otherwise, I'm going to assume that the GTU is meant to be a bona fide alternate universe with a change point some time prior to 132- 1116.
Get any two sourcebooks about the same historical period published by different companies and you will find discrepancies. That doesn't mean they don't (try to) describe the same setting.None of them jive compleatly.
Sure. So have I. Some of them are mistakes and ought, IMO, to be errata'ed by SJG. Ask Loren Wiseman or Jon Zeigler[*] and they will probably tell you that I've bent their ears on such subjects way more than they care for.I counted some dozen (many relatively trivial) differences between the GTU and the OTU pre 1116.
[*] Not to mention Doug Berry.
The GURPS Traveller products are far from perfect. (Just yesterday I noticed something that I consider a big mistake in the very book I co-authored). But that doesn't mean that all the changes introduced by GT are wrong. Some of them are very right, since they fix obvious mistakes from previous Traveller incarnations. When you take a piece of canon that can't possibly be right and change it, you're doing a good thing. When you take a piece of canon that can't possibly be right and perpetuate it, you're doing a bad thing.
Let me get this straight. GT products provide a wealth of detail that lots of Traveller fans welcome and because your players are unable to grasp the simple concept of ignoring the bits they don't like, SJG is somehow doing something wrong?It also has defined, in ways no other Traveller line has, way to F*ing much nigling detail that, for the people I game with, invalidates their views, and poisons potential player pools, who neither understand, nor care, that GT is neither setting nor rules authoritative for "Traveller".
I'm afraid I can't give this piece of nonsens the reply it so richly deserves without overstepping the bounds of polite discussion.
I agree with you 100% about the GT psionics rules. The writers didn't even try to emulate the underlying reality of how psionics works in a Traveller universe. They just took the vanilla GURPS psionics systems and trimmed it a bit. As I said, GT is far from perfect (Don't ask me about my opinion of the 20% rule for streamlined ships or my opinion of SJG's refusal to correct this egregious mistake). GT psionics ought to be completely rewritten. In fact, I'm working on an article about that very subject.Now, take another example: in order to recreate the abilities of a CT psionicist in GT, you either jack up the point totals (into the 200+ range for comparable ranges for even PSR 5 characters), shorten the ranges, or do other "Stupid Math Tricks", or you write a different psionics system.
Interesting. I hadn't thought about that. Maybe because I'm almost totally ignorant of the GURPS magic system.(Or, you use the GURPS magic system... which is point wise far more reasonable).
I agree that there are some serious problems with some GT rules. But that doesn't make me throw the baby out with the bathwater. I've always regarded the Charted Space background to be the essence of Traveller, not the rules. I can happily take all the new information GT supply me with about the setting and ignore the part of the rules that I don't like.Essentially, GURPS changes things without noticing it has changed them, simply by mandating "No changes to extant rules" and intercompatability.
I don't confuse the rules with the setting.
Hans