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Player's Book: market?

What do you think the market should be for the Traveller Player's Guide?


  • Total voters
    53
  • Poll closed .
I would hope a 5.1 pdf would be released prior to the player handbook, with a list of 5.0 errata. Presently, we have 5.09 and an old errata months after the release.

QFT

Granted, this discussion is for brainstorming and musings, but yes, it's safe and a good idea to bring up the current status of T5: Marc has errata to do, and though he is thinking about several things at once -- and has non-Traveller jobs -- errata is his no. 1 Traveller priority.


Back to the subject. A Player's Guide shouldn't just be a third of the T5 Core Rules stapled into a book. It has to have reference material tuned to the player. I believe that includes a setting introduction. Some text might be abbreviated -- such as the skills text. It should not have referee material.

I also believe that setting material can be player-friendly, useful for solo exploration but also exploitable as a plot hook later. For example, the first activity after mustering out would be getting your bearings. It would be helpful to know where your character is when he mustered out; where she can go to browse equipment; where he can find a place to crash at night -- or alternately where her fief is located exactly and what it's got. What lowlife scum are available for underground connections. How to get to the Scout base or Naval base, and who you can talk to there.
 
I also believe that setting material can be player-friendly, useful for solo exploration but also exploitable as a plot hook later. For example, the first activity after mustering out would be getting your bearings. It would be helpful to know where your character is when he mustered out; where she can go to browse equipment; where he can find a place to crash at night -- or alternately where her fief is located exactly and what it's got. What lowlife scum are available for underground connections. How to get to the Scout base or Naval base, and who you can talk to there.
Maybe some of the military vets here could give examples.
 
HIGHLY UNOFFICIAL POLL of course.

What do YOU think the market "should be" for the Traveller Player's Guide?

Is Marc going to have an outside editor with the authority of make and request changes that will stick for the Player's Guide? If so, you might have something that will sell to the older Traveller crowd. If not, and Marc does his own editing, and if it is as poor a job as on Traveller 5 so far, you have a problem.
 
what an odd result. a players' guide orientation to brand new rpg players gets the least number of votes?

Consider the population of COTI, not the MgT-only crowd, so should not be surprising in one sense, but troubling from a business/hobby health logic perspective.
 
Consider the population of COTI, not the MgT-only crowd, so should not be surprising in one sense, but troubling from a business/hobby health logic perspective.

Most people coming to Traveller are most likely coming in via either D&D, Star Wars, or Fate.
 
A player needs character creation with many examples, TU comprehension, and an understand of skills and task resolution.

For new players its enough to get them going. For experienced players the handbook should be a continuing guide (i.e., I'd like to roll up a marine first term, then news reporter for 2 terms).
 
Most people coming to Traveller are most likely coming in via either D&D, Star Wars, or Fate.

Who will likely run into MgT at the hobby shop that is the watering hole in many environments.

Having physical published material on hand IN the watering hole counts, along with an internet strategy.
 
QFT:
Who will likely run into MgT at the hobby shop that is the watering hole in many environments.

Having physical published material on hand IN the watering hole counts, along with an internet strategy.

Digital media while cool does not have the same visceral impact that a beautiful book with stunning cover art has.

Who didn't pick up a Conan book in the past due to the cover art? A Comic? Books are magnetic when built to attract. Even the BBB of T5 Is stunning in it's own right. The basic black mega book looks startling in the midst of wafer thin modules and books in bold colours.
 
Even the BBB of T5 Is stunning in it's own right. The basic black mega book looks startling in the midst of wafer thin modules and books in bold colours.
While this may be true, I'm not sure it's the intended shades of "stunning" or "startling"...:omega:
 
Perhaps the player's book should be a pop up book with little sound chips that play a soothing lullaby when the pages are turned and summarize topics with cartoon animal voices.

The most useful player's book I ever bought was for GURPS 3rd edition. It was the half of the basic set that dealt with character creation. Nothing more, nothing less. But it was half the price of another core book and made it cheap and easy to hand a book to everyone at the table.

I also like the Savage Worlds Explorer's edition which is pretty sweet though I'm thinking that for T5 you'd need to include a magnifying glass. A smaller cheaper book is a great tool for bringing people into a game.

It's just hard to cut T5 down like that. I think the makers can be left out and world generation but even then it's a hefty book. Material on ships might be put in a volume of their own but then we quickly approach the characters, ships, universe breakdown of CT. But maybe that wouldn't be such a bad way too go. Just split T5.1 down into three books and leave it at that.

Anyhow, my copy of The Traveller book has a paragraph or two detailing how there will be a series of premium hardbacks dealing with different aspects of Traveller. Is it too late to get that?
 
Perhaps the player's book should be a pop up book with little sound chips that play a soothing lullaby when the pages are turned and summarize topics with cartoon animal voices.

The most useful player's book I ever bought ....

you needed a book? well, we all have our moments of weakness I suppose ....
 
While I am not familiar with the extant breakdown of T5 in terms of pages per subject matter, I would say this-

Characters, skills, task resolution, combat, starship combat, basic equipment lists to include standard starships, starter adventure that gives play examples and some world environments.

Everything to allow players to start playing even without the ref's guide/world gen/maker bits.

And to sell at $19.
 
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