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RULES

<BLOCKQUOTE>quote:</font><HR>Originally posted by mjwest:
OK, I'll bite: What, as exactly as possible, is meant by a "modern" engine. What makes a "modern" RPG engine modern and what makes CT (or MT, for that matter) "old"?

I can see where CT got so overtaken by all of the additions that it became overgrown and inconsistent. But from what I remember, MT was pretty consistent, and went to pretty extreme lengths to make sure stuff actually fit together. What about MT (besides the starship construction) was too complex, or was not simple enough?

I am not trying to be a jerk here. I am actually curious as to what features a "modern" RPG engine should have, and, by extension, what features it should *not* have.
<HR></BLOCKQUOTE>

Following IMHO, based upon a wide variety of game engines in my collection:

1) Single, simple mechanic for ALL tasks.
2) Story Oriented character generation (not random)
3) lack of randomizer tables for common things
4) process based rules, rather than table based.
5) emphasis upon story over rules.
6) strong setings with inherent conflict †
7) autosuccess rules and strong encouragements to use them
8) No Clear Good/Evil †
9) Point of view varies in setting materials; often modern systems totally lack an objective viewpoint within the setting materials.
10) Fairly narrow attribute ranges for humans (1-5 typical, sometimes 2-5)
11) Setting takes as much or more of book as rules; often setting specific rules 2-10 times the core rules in size.
12) PC Background as important as PC attributes and skills.


ones marked with † are ones Traveller traditionally had (At least for CT/MT).

Note also that I count 5-6 generations of games
1) Early Class and Level: D&D, OD&D, T&T
2) Early Skill Based: Traveller, Runequest 1-3rd eds, Chaosium Engine, TFT
{fundamentally, a reaction to class and level in most cases}
3) Ballanced Point Generators: GURPS, Hero
4) Hybrid Class, level, & Skill: Rolemaster, Palladium, Dark Realms, Better Games FSRP (Battle Born, G/Sol, Rogue Swords, Arabian Sea Tales, Crimson Cutlass)
{A return to the simplicity of classes as archetypes, and usually experience point systems, but without being tied to the limitations of a class as a skill set)
5) Clan/Clique/type "Story-games": WWG's Storyteller, L5R, Cyberpunk/interlock, Fading Suns
6)hybridizing the first five in new ways with an eye towards story:
6.1) second generation point ballanced: CORPS, EABA, Silloette (Heavy Gear, jovian Chronicles)
6.2) second geration Hybrids: D&D 3E/D20
6.3) Totally rules light: FUDGE, Sherpa, Twerps

Traveller consistantly has resisted a move away from random generation and heaavy tables-based rules. Both as a community and as a series of game-designs. (And I myself am guilty of this, too. I'm not living in glass houses...)A whole generation is growing up with rulesets where ANY weapon is a single line, a whole character can fit on an index card, and the stats don't matter if you can describe the action dramatically enough.

The most recent and modern games totally divert the rules to being GM calls, not fixed hard-line definitions of a pseudo-reality. I think this will pass soon. But the hobby is, as a whole, once again moving away from "Minis rules with roleplay" to "Pure Roleplay". Most of the new generation have Not played a minis game; that is become a separate hobby with little overlap, at least in my area.

Some games have tried to remain tied to both minis and roleplay; but others are separate systems sharing a background (and maybe base dice rolling protocols). the industry is at a crossroads; again, D&D is the name to follow (and it is really a rehash of the early 80's approaches). WW's storyteller is still going strong, too. Rifts is still gaining ground, with what is essentially a late 70's hybrid Skill/C&L engine. (I like the rifts concept, but not the palladium engine).

------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!
 
I can't let this go by without putting my CR.02 worth here...

just because a system may have an 'old' or an 'obsolete' mechanic does not mean it's useless...For Example: I just picked up a Runequest III off ebay and have been reading through it and guess what? (since I don't have a RQI/II bias) the rules are very good...percentile base, logical experience, reasonable and orderly mechanic...you seem to forget that mechanics development then followed what people want now...consistancy, reasonable complexity that accurately simulates what a real-world condition maybe like in 'x'situation...

modern 'storytelling' games rely on an amorphiousness that doesn't appeal to those with tabletop experiences. Your 'first gen' games (dnd1e) have a bases in tabletop wargaming first, roleplay second..games like tnt where designed to specifically to break out of the 'serious' mold of tabletop...AND BE SILLY...

alot of good system mechanics, that are terms.. 'old', 'obsolete' are BETTER than what's out now....they usually died do to bad marketing, limited follow up support and ruthless business practices by the competition and bad decision by the owners not because they where lousy...

The choice for a game designer today is to create your own mechanic that's unigue (hard to do becuase most good ideas have been done and are copyrighted) or license something that has already been done.

...look at metabarons..rehash of the game mechanic from the West end games version of starwars' d6 system...

...Palladium/rifts, rip-off of dnd...GURPS idea taken from hero....etc,etc


sorry about the meandering rant, but you get the idea...
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by aramis:
Following IMHO, based upon a wide variety of game engines in my collection:<HR></BLOCKQUOTE>

Nice summary.

<BLOCKQUOTE>quote:</font><HR>1) Single, simple mechanic for ALL tasks.<HR></BLOCKQUOTE>

Well, this is what the DGP/MT task system was Supposed to be. As for simplicity, IMO it's simpler than the MT rules make it appear -- the basics can really be explained in a single page. And I agree that the task system should be used for all rolls: MT used it for about 75%, T4 was a step backward in this regard.

<BLOCKQUOTE>quote:</font><HR>2) Story Oriented character generation (not random)<HR></BLOCKQUOTE>

I personally hate Story Oriented character generation; it's a point I'm extremely adamant about. However, realizing that I'm in a minority here, I do think Traveller should strive to include both the 'traditional' char-gen system and a 'story oriented' point-juggling system that provides equivalent results. I remember some talk here a few months back of coming up with one
but it never amounted to much.

Also, note that although I favor random char-gen, I'm not interested in forcing players to keep characters they don't like -- as long as players are willing to take the time, I'll allow them to generate as many random characters as it takes to come up with satisfactory/sympathetic ones. My main objections to story oriented char-gen are the notions that 1) all characters are, or even should be, perfectly balanced and equal -- life isn't that way, why should a game be, and 2) that players should have fixed notions of all their characters' features (strengths, weaknesses, personality, background, etc.) before play ever begins. For me, most of the joy of playing characters is learning about them as the game progresses -- if everything is pre-determined from the start, you lose that sense of growth and discovery.

<BLOCKQUOTE>quote:</font><HR>3) lack of randomizer tables for common things<HR></BLOCKQUOTE>

Hmm, I don't usually use such tables much in actual play (at most I'll look over the table and pick a result), but I still like having them, if nothing more than to give me an idea of game-world probabilities and trends -- what's common vs unusual vs really unusual. I'd hate having nothing more to rely on than 'narrative discretion' to determine cargos, number of available passengers, ships in system, and all those other sundry details of Traveller 'life'.

<BLOCKQUOTE>quote:</font><HR>4) process based rules, rather than table based.<HR></BLOCKQUOTE>

I'm having trouble grasping what this means...

<BLOCKQUOTE>quote:</font><HR>5) emphasis upon story over rules.<HR></BLOCKQUOTE>

Another fundamental philosophical difference (or, actually, the same one). The Traveller rules-system was meant to model 'life' in all its aspects, whereas 'modern' systems are only concerned with modeling 'stories.' Any claim that the latter method is somehow better or more advanced is a fallacy. In fact, they're less advanced: D&D1 modeled stories -- archetypical 'adventurers' battling monsters, maneuvering through mazes and wildernesses, collecting treasure, and eventually building fortresses of their own. It was a great step forward when RQ, Traveller, etc. broadened the scope to allow any kind of character and any kind of activity, limited only by the interest and commitment of the players & GM. Moving back to only being concerned with 'adventures' and 'adventurers' and making no attempt to model a realistic or consistent 'mundane' game-world is an error IMO.

<BLOCKQUOTE>quote:</font><HR>6) strong setings with inherent conflict †
7) autosuccess rules and strong encouragements to use them
<HR></BLOCKQUOTE>

Not a major conflict here; I added an autosuccess rule for my house rules and it took all of 1 paragraph...

<BLOCKQUOTE>quote:</font><HR>8) No Clear Good/Evil †
9) Point of view varies in setting materials; often modern systems totally lack an objective viewpoint within the setting materials.
<HR></BLOCKQUOTE>

Well, TNE tried to provide this, but IMO they failed pretty spectacularly. Providing this sort of subjective ambiguity will always be problematic for Traveller because the OTU is premised on the notion that there is One Truth and with enough effort it is knowable. That said, I think more subjectivity in players' materials (Library Data, histories, etc.) is a good thing, but notion of an underlying fundamentally 'correct' truth should remain (even if only in Marc Miller's private notebooks).

<BLOCKQUOTE>quote:</font><HR>10) Fairly narrow attribute ranges for humans (1-5 typical, sometimes 2-5)<HR></BLOCKQUOTE>

Well, FWIW MT has an effective attribute range of 0-3. To be honest. I'm not sure what difference this makes, unless 'modern' players are assumed to be afraid of or incapable of understanding bell curves or numbers with more than 1 digit.

<BLOCKQUOTE>quote:</font><HR>11) Setting takes as much or more of book as rules; often setting specific rules 2-10 times the core rules in size.<HR></BLOCKQUOTE>

I see room for both approaches here. Ideally I'd like to see both a Traveller Rules Codex completely free of setting info as well as stand-alone Milieu Books containing all the necessary rules for play in that setting. But, if it comes down to one or the other, I'd greatly prefer the former, which I suppose is just more evidence of how 'out of fashion' my tastes are.

<BLOCKQUOTE>quote:</font><HR>12) PC Background as important as PC attributes and skills.<HR></BLOCKQUOTE>

Not really sure what this means, unless it's a reference to the re-emergence of 'archetypes' and glorified character classes, in which case I'm glad to see Traveller do without them -- allowing players and GMs the freedom to develop their own characters without forcing them to assume some pre-existing role.

Anyhow, thanks for spelling these out so clearly. I do think that, mechanically, Traveller could be brought more into synch with 'modern-style' rpg systems, and that some such changes would be definite improvements, but philosophically I'm determined to see Traveller remain staunchly 'old-fashioned' and am convinced that eventually fashions will change and players will want games that allow endless options and model an entire world (or universe) rather than limiting them to specific settings and storylines.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Nurd_boy:
I can't let this go by without putting my CR.02 worth here...

just because a system may have an 'old' or an 'obsolete' mechanic does not mean it's useless...
[snip]
modern 'storytelling' games rely on an amorphiousness that doesn't appeal to those with tabletop experiences. Your 'first gen' games (dnd1e) have a bases in tabletop wargaming first, roleplay second..games like tnt where designed to specifically to break out of the 'serious' mold of tabletop...AND BE SILLY...

alot of good system mechanics, that are terms.. 'old', 'obsolete' are BETTER than what's out now....they usually died do to bad marketing, limited follow up support and ruthless business practices by the competition and bad decision by the owners not because they where lousy...

The choice for a game designer today is to create your own mechanic that's unigue (hard to do becuase most good ideas have been done and are copyrighted) or license something that has already been done.

...look at metabarons..rehash of the game mechanic from the West end games version of starwars' d6 system...

...Palladium/rifts, rip-off of dnd...GURPS idea taken from hero....etc,etc
<HR></BLOCKQUOTE>

Actually, those are some valid points. However, even th rehashes areslimming down. Palladium no longer publishes random encounter tables (AKAIK...), 3E does the "How to build them" approach.

The key points to modernism are simple first, story oriented, less emphasis on randomization, light on rules. I look at the "generations" as a good generalization to how things progressed. I've been playing since the late 70's, without a minis wargaming background until the mid 80's. (But I did the avalon hill thing since the mid 70's.)

A great many systems have wonderful "realism rules"; most of these also have a high initial learning curve to begin playing. GURPS is amongst the worst on this score; I can't take a novice player and get them going on gurps in 15 minutes with their own character, and would be lucky to do so in under 3 hours. With Storyteller, or LUGTrek, or even T&T, I can take an absolute novice (never RPG'd before) and have them playing with their own generated character in 15-30 minutes, including explaning game mechanics. 3E takes longer, but has less relearning when switcchingto/from another d20 game. Likewise, interlock players can switch games in short times within interlock.

Palladium is not a mere rip-off of D&D, any more than Traveller is. Even in the original mechanoids ($3.95... don't you wish games were that price today?), palladium was wholly a skill based rule set, where class and level merely determined which skills you had (mostly... electives were there, too). But Palladium is not a smooth and modern game engine, but a collection of add-ons and tweaks to the basic fantasy engine Kevin Simbieda developed. (Not that I particularly like Palladium's recent game design approach... but it has never been a knock-off. The Palladium world from the PFRPG is an EXCELLENT setting.)

In the day of nearly-interactive computer games, simplicty is essential. Otherwise people will play the computer ones. (Baldurs Gate II, Evercrack...)

Grognards, myself included, are not the whole of the gaming universe. But, in order to truly make a niche in the market, a new traveller needs to be far more story oriented, with far less table-heavy design, otherwise it simply will not attract the new crowd. Even GT is not attracting a particularly new crowd; it merely seems to be reinvigorating GURPS for those already positively disposed towards GURPS. Yeah, it's bring new players to the 3I, but not so many to GURPS.

The climbing size of rules is not a good thing, and not really a trend modern successfull games (except 3e, for various reasons) seem to be following; in fact, a great many focus more than half the page count on non-rules material. Orcworld is a great example. The one table of immport, however, is BROKEN... <G>

If Traveller is to be a setting first, and rules second, then it needs to do just that, and model the physical design after WWG &/or PEG &/or AEG: Lots of BG material, very few, broad, general rules, with a story oriented CG mechanic.

If Traveller is to be a ruleset first, then it needs to become more generic again: drop most of the setting from the main books, and cover a wide and diverse set of technologies.

As for new players: How many will discover RQ III, TFT, Star Frontiers, or gamma world? How many will remember the days when D&D had only 3 classes?

------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!
 
aramis,

It's interesting to see how many of your 12 points that 3rd edition D&D actually meets. But I think we can assume that D&D is an exception, it is so popular that they could write anything and people would still buy it. Your points do apply to most other new RPGs that I have read recently.

I think the important points you raised are the ones about setting. Traveller has a strong setting and this should be it's selling point. I like the idea of using varying points of view, white wolf use this to good effect in Werewolf. Each tribe has it's own book which presents a different view of the world. Characters start the game with different ideas about the world, which instantly creates conversation amoung the group.

I'm not saying we should have a book for each career/race in the game. But perhaps players should be encouraged to act based on their background more (race, career, tech level of homeworld etc.).

I think character creation should follow the pick a concept and then build a character round it rather than the random rolling. This method is actually better suited to Traveller than to WW, D&D and Lot5R etc. Traveller has always allowed experienced characters during character creation which opens up your options of character. D&D, WW etc. insist on starting characters being young and inexperienced, this closes down some options.

The key part of the T5 game system will be the task system. This is where T4 failed, the half dice just didn't work (for me at least). CT sort of had a task system but it relied too much on "+1 bonus if STR is 8+" with different bonus' in each situation. MT task system created artificial break points in atributes because of the way it added stat bonus' to task rolls.

J.

[This message has been edited by J (edited 04 January 2002).]
 
Process Based Rules:
rules where the rule is a process that can be applied from memory without having to reference the book, especially some tables.

PC Background as important as PC Attributes and skills:
This is NOT Archetypes. It is that the background of a character determines as much about what he/she/it can do as the written skills. In game terms, some reflect with game mechanics, some don't.

Low stat ranges: Most games now use a 5 point wide scale; this works really well. A 1:1 att:skill level ratio is a good thing as well.

For an example of "Story Oriented Traveller" CGen, see my Stoyteller-Traveller conversions page at direct or through my main page

------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!

[This message has been edited by aramis (edited 04 January 2002).]
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by J:
aramis,

It's interesting to see how many of your 12 points that 3rd edition D&D actually meets. But I think we can assume that D&D is an exception, it is so popular that they could write anything and people would still buy it. Your points do apply to most other new RPGs that I have read recently.

I think the important points you raised are the ones about setting. Traveller has a strong setting and this should be it's selling point. I like the idea of using varying points of view, white wolf use this to good effect in Werewolf. Each tribe has it's own book which presents a different view of the world. Characters start the game with different ideas about the world, which instantly creates conversation amoung the group.

I'm not saying we should have a book for each career/race in the game. But perhaps players should be encouraged to act based on their background more (race, career, tech level of homeworld etc.).

I think character creation should follow the pick a concept and then build a character round it rather than the random rolling. This method is actually better suited to Traveller than to WW, D&D and Lot5R etc. Traveller has always allowed experienced characters during character creation which opens up your options of character. D&D, WW etc. insist on starting characters being young and inexperienced, this closes down some options.

The key part of the T5 game system will be the task system. This is where T4 failed, the half dice just didn't work (for me at least). CT sort of had a task system but it relied too much on "+1 bonus if STR is 8+" with different bonus' in each situation. MT task system created artificial break points in atributes because of the way it added stat bonus' to task rolls.

J.

[This message has been edited by J (edited 04 January 2002).]
<HR></BLOCKQUOTE>

The only advantage I found of MT's task system is that I could quickly and easily replace Att/5 with Att/3. This gave a +0 to +5 range...

Seriously tho', I personally DETEST the "100 competing viewpoints" approach to supplementation of a setting. It is, however, the modern way. The "Objectivist" approach goes out the eindow the moment the GM makes a decision anyway...

and you've basically restated "Story based CGen"...

------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by aramis:
Process Based Rules:
rules where the rule is a process that can be applied from memory without having to reference the book, especially some tables.
<HR></BLOCKQUOTE>

But, except for space combat, isn't this how Traveller's (by which I mean essentially MT's) in-game mechanics already work? The whole idea of the task system is that it's easy to memorize* and damn-near universal. Of course, Traveller has oodles of tables in char-gen, world-gen, animal-gen, cargo-gen, and craft design, but those are all 'background' rules that normally aren't used during actual play-sessions (and hopefully any new edition of Traveller would include a CD with programs automating all those sequences anyway).

*Surely the task difficulty levels hardly count as a cumbersome table -- there's only 5 numbers and they never change; surely anyone can memorize this in at most a session or two.

<BLOCKQUOTE>quote:</font><HR>PC Background as important as PC Attributes and skills:
This is NOT Archetypes. It is that the background of a character determines as much about what he/she/it can do as the written skills. In game terms, some reflect with game mechanics, some don't.
<HR></BLOCKQUOTE>

I'm not sure I understand. How is 'what a character can do' not reflected in skills and/or attributes (in a skill/att based system)? If the background limits available skills and attributes, it's still the skills/atts that are actually determining the character and the background is just a glorified template. Are you talking about fuzzy roleplaying 'behavior restrictions' (i.e. all k'kree hate enclosed spaces) or what? I think perhaps I'm misunderstanding a concept somewhere. Can you give an example?

<BLOCKQUOTE>quote:</font><HR>Low stat ranges: Most games now use a 5 point wide scale; this works really well. A 1:1 att:skill level ratio is a good thing as well.<HR></BLOCKQUOTE>

I like bell-curve distributions, and narrow 1-5 ranges don't typically provide that. I agree that skill/att numerical parity is a good thing, but I feel we get that with MT's task system divisors (5 or 3 -- I'm growing fonder of the idea of sanctioning /3 as an 'Official Variant' for heroic-oriented cmapaign styles). And we still get the (compressed) bell-curve distribution. Looks like the best of both worlds to me...
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by T. Foster:



Originally posted by aramis:
Process Based Rules:
rules where the rule is a process that can be applied from memory without having to reference the book, especially some tables.
<HR></BLOCKQUOTE>
<BLOCKQUOTE>quote:</font><HR>Originally posted by T. Foster:
But, except for space combat, isn't this how Traveller's (by which I mean essentially MT's) in-game mechanics already work? The whole idea of the task system is that it's easy to memorize* and damn-near universal. Of course, Traveller has oodles of tables in char-gen, world-gen, animal-gen, cargo-gen, and craft design, but those are all 'background' rules that normally aren't used during actual play-sessions (and hopefully any new edition of Traveller would include a CD with programs automating all those sequences anyway).

*Surely the task difficulty levels hardly count as a cumbersome table -- there's only 5 numbers and they never change; surely anyone can memorize this in at most a session or two.
<HR></BLOCKQUOTE>

No, I don't count the task table as cumbersome. But the CG is table intesive, as is travel. As is T&C. Streamlining the CG could easily be done by story oriented rather than table oriented CG. Travel, well, most people skip it rules-wise anyway. I know I sure do most of the time. Arrive, mark off a day to the mainworld. Leave: mark off a day to the jump point.

<BLOCKQUOTE>quote:</font><HR>PC Background as important as PC Attributes and skills:
This is NOT Archetypes. It is that the background of a character determines as much about what he/she/it can do as the written skills. In game terms, some reflect with game mechanics, some don't.
<HR></BLOCKQUOTE>
<BLOCKQUOTE>quote:</font><HR>Originally posted by T. Foster:
I'm not sure I understand. How is 'what a character can do' not reflected in skills and/or attributes (in a skill/att based system)? If the background limits available skills and attributes, it's still the skills/atts that are actually determining the character and the background is just a glorified template. Are you talking about fuzzy roleplaying 'behavior restrictions' (i.e. all k'kree hate enclosed spaces) or what? I think perhaps I'm misunderstanding a concept somewhere. Can you give an example?
<HR></BLOCKQUOTE>
Hard to explain. Some games have "Background abilities" (especially WWG's Storyteller System line of games) which provide benefits of various kinds. Only TNE has really come close to anything even in the ballpark: contacts. Another is that under both Storyteller and Icon systems, as well as CORPS, your written background can result in lacking an unskilled penalty or being allowed to take an autosuccess when you otherwise wouldn't, and defines what is "Common knowledge" for your character. Many of the more modern engines say or imply "If your character comes up lacking a skill they should have had due to their background, give it to them and have them pay for it with XP's." Prime Directive (TFG/ADB) even went so far as to have it GIVE you skill levels; cinematic tv reality at its finest!

That is why I like story oriented gaming. Now, in my current campaign, we've had to completely regenerate extant PC's 6 times. (As new revisions of T20 invalidated certain bits, we had to correct characters to the new mechanics. The joys of playtesting.) It has, however, allowed us to, in a few cases, correct the "What do you mean you don't have ___ skill?!?"

<BLOCKQUOTE>quote:</font><HR>Low stat ranges: Most games now use a 5 point wide scale; this works really well. A 1:1 att:skill level ratio is a good thing as well.<HR></BLOCKQUOTE>
<BLOCKQUOTE>quote:</font><HR>Originally posted by T. Foster:
I like bell-curve distributions, and narrow 1-5 ranges don't typically provide that. I agree that skill/att numerical parity is a good thing, but I feel we get that with MT's task system divisors (5 or 3 -- I'm growing fonder of the idea of sanctioning /3 as an 'Official Variant' for heroic-oriented cmapaign styles). And we still get the (compressed) bell-curve distribution. Looks like the best of both worlds to me...
<HR></BLOCKQUOTE>
It (the att/3 heresy) is VERY common amongst MT fans. Not GM's, but fans. If using it, I reccomend also increasing all target numbers by 1. (Which, coincidentally is even easier to remember: 4/8/12/16/20).

Now, havng run a few shorts using Storyteller as the rules for traveller, it runs well. (BTW, I'm revising said conversion guideline slowly; mostly to expand. Any ideas or suggestions, please let me know...)


------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!
 
I've got to say that the randomized character generation is what makes Traveller, Traveller to me. Rolling up the character background gives you characters you'd have never expected or ever dreamed up. In fact I find that you end up with people playing characters that are more interesting than if they had finely crafted them themsleves.

------------------
Dave "Dr. Skull" Nelson
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by aramis:
What Damned Negativism here. A truly perfect system WOULD outsell 3E. But perfefction is very subjective...

<HR></BLOCKQUOTE>

And fantasy outsells science fiction in every book store

Traveller is SF, D&D is Fantasy.

Fantasy attracts more female readers (ie. 50% of population)

Vampire attracts more females as well. But WW's other games have had nowhere the popularity. Why?

In my experience, female players judge games more by the background than systems

The system is irrelevant, to a large degree.

Science Fiction, especially hard SF, cannot compete.

Hard SF is actually a bit of a dinosaur, having peaked out in literature some time ago (except for reams of military SF or closet fascist fantasies like Turtledove)
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by DrSkull:
I've got to say that the randomized character generation is what makes Traveller, Traveller to me. Rolling up the character background gives you characters you'd have never expected or ever dreamed up. In fact I find that you end up with people playing characters that are more interesting than if they had finely crafted them themsleves.

<HR></BLOCKQUOTE>

I agree to a geat extent, Dave. BUT, it is the hardest "Selling point" with new gamers, Especially teenagers; At a time in their life when they are struggling to control something, anything, they find that traveller's random CG is abouut everything else but controling your choice of fantasy.

T20 looks like the best blend possible there. It does have random elements, but due to T20's mechanics, it allows choices of skills and feats. Not truly story oriented, but at least the new guy was able to be the needed gunner right out of the box, as it were.

However, even that is going to be a turn-off to many. One guy looked at me agahst when I mentioned starting PC's will range from 3rd to 8th level... another simply asked "Why not 9th?"

In my storyteller adaptation, I made terms a "Background" which gains extra dots for skills and other backgrounds, but sacrifices dots from attributes. It's modeled after the elder suplement rules for Vampire...

------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!
 
I think a task system similar to that in the new Star Trek RPG by Decipher would be great for T5; stats give a bonus , then you add the skill level and any miscellaneous modifiers, then you roll 2d6 and add the number rolled to this total. This is compared to a target number and if you equal or exceed the number, you succeed. Yes, this is essentially the same mechanic as the d20 system uses, just with 2d6 instead. D&D is not the first game to use this mechanic, so I think T5 should use it. It's simple, it keeps the 2d6 etc.

Character Creation should be pretty similar to T4, I think, with the prior history like it has always been in Traveller.

Vehicle Creation and Starship Creation (and combat) should be ported right from T20 and converted to the new system.

That would be my choice for what T5 should look like.

Allen
 
Originally posted by AllenS:
I think a task system similar to that in the new Star Trek RPG by Decipher would be great for T5; stats give a bonus , then you add the skill level and any miscellaneous modifiers, then you roll 2d6 and add the number rolled to this total. This is compared to a target number and if you equal or exceed the number, you succeed. Yes, this is essentially the same mechanic as the d20 system uses, just with 2d6 instead. D&D is not the first game to use this mechanic, so I think T5 should use it. It's simple, it keeps the 2d6 etc.
Do you realize that this is the exactly the system used by Classic Traveller and Megatraveller much before Decipher's Star Trek? Well, I also prefer this to TNE and T20's d20 and T4's multiple d6s.

Originally posted by AllenS:
Character Creation should be pretty similar to T4, I think, with the prior history like it has always been in Traveller.
Any game worth of the Traveller name should have a career based character generation. However, I'm not sure if T4's version is the best one. I liked the setup with 12 careers and the new rules for skill gain in education institutions. This was very good. However, the career itself was boring. In Classic and Megatraveller, basic career generation required just a few rolls. There wasn't much options in each term, but it was fast. Advanced career generation was certainly more time consuming. However, it was also more rewarding as it really give a glimpse of the character life. T4's system requires a lot of rolls, which may give a lot of skills but tells little of how all those terms did happened. The result is a very time consuming process with lots of dice rolls but with few character development opportunities, as very little of the character previous life is defined. I found it kind of boring.

Originally posted by AllenS:
Vehicle Creation and Starship Creation (and combat) should be ported right from T20 and converted to the new system.
[...]
I haven't seen T20 yet, but, for what I heard, it uses a custom version of Classic Traveller, which means that they couldn't went wrong.
 
Our group uses a very modified version of the classic traveller rules with TNE/T4 FFS ship designs.

We keep with the 2D6 stats.
All skills have one or more associated stats.
When rolling for a simple success test, you role 2D6 and try to roll under the stat associated with that skill. (we call the stat a 'RATING') the skill values are RM (rating modifiers) vs DM (dice modifier)
You achieve a critical success if you roll your skill level or less. You have a fumble if you roll 5 higher than your rating.

Alot of rolls are contested, with the Ref rolling the contesting dice. You can have various degress of success based upon the comparison of the results of the two rolls.

You can use CT/T4 characters unmodified with this system and combat/game play is much quicker.

The nice thing is, when explaining to a new player the rules, it takes about 30 seconds for them to understand and get into the game.

best regards

Dalton
 
Originally posted by Solo:
I think the rules need to be completely changed. As wizards attempted to do with D&D3e (I won't argue success here) Traveller needs to be reworked to meet a more modern standard.
I agree. (Although maybe not with the "modern" part.)

I think I've said this before, but if I were in charge, I think I would hire a few of the D&D3e designers to teach my designers the methods used in creating D&D3e. I don't want them to design T5, I just want to learn their process.

For instance, one thing the D&D3e designers managed to do very well, IMHO, is to find out how people actually played the game and use that. A lot of things that were "house rules" in 1e & 2e are the actual rules in 3e. (Some of them are so simple that they weren't so much actual "house rules" as merely common simplifications.)

At this point, however, I wonder if us Traveller fans are too few & too split up (every one using a different combination of 4+ rule sets) to make this possible.
 
Well, personally, I doubt that I am ever going to play D&D 3E much. It strikes me as being a nasty, bloated thing that I wouldn't touch with a stick. I've really only looked at it because of T20.

I like simple games, 'cos I'm simple.

To be perfectly honest, I would rather T5 went right back to first principles (CT), and tidied up it's weaker points - mainly combat, and the lack of a task system.

MT came close - it's basic Chargen is good - CT with a bit of extra stuff to make characters vaguely compatible with characters from the advanced (optional) systems, but it fell over in the craft design system, a few wonkinesses of its own in the combat system, and of course the typoes.

The T5 draft material that has come out so far is actually a bit too complex for my tastes.

So, what I would say would be that going back to first principles would be the correct approach. Lots of advanced and optional systems could then be added, as long as they were _compatible_. This would, I suppose, include a point-based chargen system.

In short, what I would like to see would be a system that was very rules-light, and very setting-heavy.

For what it is worth, I do have my own little house rules system - it's very Traveller like, but basically doesn't use stats at all, as an extreme case of grouping human abilities in a narrow range. Exceptional cases are so rare as to warrant being treated as exceptions. This kind of thing works best in "heroic" level games, of course.

Alan Bradley
 
I wrote "stats" in my previous post. I meant "characteristics". I picked up the habit of calling them "stats" somewhere over the last couple of decades...

Alan Bradley
 
WOW - just listen to these guys!!!! i think we should give them real guns and turn them loose out in the street!!!! last one standing gets to write the new T5 close combat rules - yes go for it guys!!!! :rolleyes:
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Originally posted by Ron:
[[/qb]
Do you realize that this is the exactly the system used by Classic Traveller and Megatraveller much before Decipher's Star Trek? Well, I also prefer this to TNE and T20's d20 and T4's multiple d6s.

That is true, although compared to the CODA system, CT's system was too haphazard and MT's way too complex. But it was still better than multiple dice.

Nothing inherently wrong with d20's per se, but the 2d6 is traditional and accomplishes much the same thing.

Allen
 
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