Originally posted by T. Foster:
Some people see Traveller as a specific setting/universe (the OTU), others as a set of technological, sociological, and scientific assumptions (jump-drive, no FTL communications, supply-and-demand-based economics), and still others as simply a mindset or style of play ('hard space opera,' free traders, scouts and mercenaries). All of these interpretations are valid. But there's a fourth group of us who also (and in a few cases even primarily) see Traveller as a rules paradigm, who consider notions like random (or at least semi-random) career-based chargen, slow in-game character improvement independent of 'story' goals, 'realistic' (as opposed to 'heroic' or 'cinematic') task resolution and combat, and the universality of 2 six-sided dice to be just as fundamental and important to "Traveller" as jump drive, free traders, and the Third Imperium.
But let's look at what you say is so great about the TRP more closely:
random (or at least semi-random) career-based chargen.
Well, for starters, why is this such a good or desirable thing? It just means that players land up with characters that they don't want, because some random dice roll gave them a crappy stat, or forced them to muster out too soon. But anyway, T20 does this.
slow in-game character improvement independent of 'story' goals
GURPS certainly has this. T20 (AFAIK) doesn't because it uses the d20 XP system.
'realistic' (as opposed to 'heroic' or 'cinematic') task resolution and combat
GURPS certainly has realistic (non-cinematic) task resolution and combat. Though D20 is more towards the cinematic/heroic extreme.
the universality of 2 six-sided dice
GURPS uses d6s exclusively, for everthing - it just uses three of them instead of two. I hardly think that makes a critical difference.
So based on what you've said, I find that GURPS already has most of the aspects you're looking for in the TRP, and T20 has some of them.
It's not nostalgia and grognardism alone that cause people to prefer the TRP over GURPS or d20 -- there are real and substantial differences between the three and some of us actually find that for our prefered styles of game/campaign the TRP is simply better than the alternatives.
I can understand that not everyone would like the GURPS or d20 game engines. But I think that's completely independent of whether or not those systems are like the TRP.
You've not explained what your 'preferred style of game/campaign' is though, and why GURPS or D20 Traveller fails to allow you to play in that style. It seems to me that a lot of your TRP can be covered using GURPS at least.
But unlike GURPS and d20 with their glossy hardbacks, top-of-the-line production, and constant revisions (D&D 3.5, coming soon!)
*snort*. 'Constant revisions'?! GURPS has been largely the same (3rd edition) for at least a decade, and d20 is getting its first major revision after a few years. Traveller on the other hand has gone through SIX different versions, albeit on a longer time scale.
the TRP is currently only represented in the marketplace by the 1981 vintage Classic Traveller reprints, which, while pretty good in and of themselves, are wholly insufficient to present the fully-developed TRP to the public/marketplace as a viable alternative to GURPS and d20.
While the CT re-release made it easier to get hold of all those LBBs again, I think it also pretty much killed any chance of T5 being produced in the near future. There's simply no point in doing it until all those reprints are sold and not being printed anymore, because it's going to be too similar. There's also the fact that all it would provide would be a new version of the CT system. I think most Traveller fans want to play in the TL 15 Third Imperium background, which is provided in GT and T20. If T5 comes with some obscure historical era in which to play Traveller, I think it will only appeal to a small minority of people.
D20 isn't limited to white-box D&D, nor GURPS to The Fantasy Trip, so there should also be a place for an expression of the TRP beyond the CT reprints.
Well, it's not like CT didn't ever get upgraded. The system was changed in MT, changed again in TNE, and again in T4. Am I remembering correctly that Marc himself said that he viewed the TNE system as the natural successor to the CT system?
CT's already *had* at least three upgrades. Are those really all so flawed that you'd not be satisfied with them? I'm surprised that nobody is keen to use the TNE system as a base rather than the CT.
But those of us who don't like GURPS or d20, who do care about rules, and who recognize the insufficiency of the CT reprints in the modern marketplace (while still appreciating their core paradigmatic concepts) still hope to see a T5 that will allow the TRP to compete on equal footing against GURPS and d20 (and BRP and White Wolf and all the other rpg rules paradigms) in the marketplace of ideas.
It's not just rules that are going to make something compete successfully in the marketplace though. While d20 has shown that it's possible that a heavily modified version of a 1970s ruleset to succeed in the market, its success is largely powered by D&D's huge popularity and the OGL behind it. T20 has tapped into some of that, and is apparently doing quite well for it. GT has tapped into the existing GURPS fanbase too, which while nowhere near as big as the D20 fanbase is probably still larger than the CT fanbase.
The problem right now is that there are three versions of Traveller currently available. If you want a crunchy point-based system, go for GT. If you want something closer to the original feel, go for T20. If you want to play what you played in the 70s, go for CT. That's a wide spread of gaming systems right there. Until the CT reprints go away, it's going to be the sole representative of the TRP on the market.
What it comes down to is that I like the TRP, I think it's good -- better than GURPS and d20 -- and that if enough other people saw it they might also think it was good and might gain something from it.
Other people have already had 25 years to see it, and evidently they weren't sufficiently impressed to adopt it in their droves. GDW kept the system alive and evolving through MT and TNE, then they folded in the 90s. Since then, there was the abortive T4 attempt, and that was that. Now we have Traveller adopted into two very successful systems - d20 and GURPS - and people are complaining about it, or even
resentful of it?
But if all they're ever exposed to is the rough-draft 1981 version -- if they have to hunt down out-of-print vendors and scour the web for house-rules, patches, and additions to see the whole picture -- they're probably not going to ascertain and appreciate its core goodness, and will most likely bypass it entirely, and we'll never know if, under different circumstances, they might have liked it and gained something from it.
You do realise how fanatical you sound, right? Your implicit assumption is that the tweaked CT system is simply brilliant, that it's an inherently great system that's just been overlooked by everyone.
Well, everyone's entitled to like what they like, but don't make the mistake of assuming that everyone else is
wrong or misled because they don't like the system that you love so much. Traveller's had three attempts to 'get it right' (MT, TNE, T4), and according to you all of those have failed - though in fact you totally ignored MT and TNE anyway. I don't think people are all that interested to see yet another Traveller system, given that there have been so many alraedy.
And I don't want that to happen. I don't want people to miss out on the TRP or to dismiss it prematurely because they've only seen incomplete or imperfect versions of it. I want them to be exposed to it on an equal footing with the other rules paradigms -- to compare and judge them all based on their respective merits as game-systems -- and were this to happen I firmly believe that at least a few (and perhaps a lot) of them would see that the TRP offers something good that's at least comparable if not preferable to what's offered by the other systems.
It will never be judged on an equal footing with the other paradigms though. Most of the current generation of gamers probably aren't even familiar with the old CT system (I doubt if many of them have picked up the CT reprints) - they're likely to have started with GURPS or T20. Right now, the CT system is probably looked upon as a quaint relic that really shouldn't be allowed out of the retirement home, rather than as a highly innovative, elegant rules system that is actually worthy of serious attention.
Maybe I'm wrong, and probably there's no way we'll ever find out, but it's still my ideal, my dream and goal for the TRP, and if anything I can say or do will make it more likely to happen then I'll keep trying.
I don't think there is anything anyone can say or do now. A CT-based Traveller system has had its day, and it lasted from the late 70s to the early 90s. A pretty good run to be sure, but now it's going to have to start from scratch again, and in today's market - especially given that there are already two popular versions of the game around in the form of GT and T20 - starting from scratch by tweaking a system that's already died is not going to get anyone's attention.