Isn't that what GURPS Space and Star HERO and other such generic systems do though?Originally posted by Gruffty:
My feeling is, and always has been, that the rules/games mechanics should be separate from the mileu. That way you'd only need one system, and publishers would have freedom to develop era/mileu or alternative TUs.
There's the thing - what's "move forward" mean here? What would T5 add to Traveller that hasn't been done six times already - or can't be added to a version that's already being actively developed?I shall buy T5 cos I love Traveller and want to see it move forward.
Come on, Mal. Haven't you ever had a dream of creating a game system or mechanic that's perfect, and then tinkering with it over time as you fine-tune it? I'd daresay you have, if your Stellar Generation method and 3D maps of local space are any indication of such.Originally posted by Malenfant:
There's the thing - what's "move forward" mean here? What would T5 add to Traveller that hasn't been done six times already - or can't be added to a version that's already being actively developed?
Yes, but they lack the Traveller feel to them.Originally posted by Malenfant:
Isn't that what GURPS Space and Star HERO and other such generic systems do though?
Now this is a good point.There's the thing - what's "move forward" mean here? What would T5 add to Traveller that hasn't been done six times already - or can't be added to a version that's already being actively developed?
Yes, but they lack the Traveller feel to them.Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by Malenfant:
Isn't that what GURPS Space and Star HERO and other such generic systems do though?
This is why I've initially created characters in CT/MT/etc. first then ported them over to T20* or BESM. Best of both worlds for me. There's a 3d6 variant for d20 in the excellent Unearthed Arcana tho' 2d10 works as well.Originally posted by Sigg Oddra:
For many people Traveller is a 2d6 game mechanic, career path determined character generation, etc. system.
T20 does quite a good job of replicating the feel of CT/MT, even T4 (and works even better if you use 2d10 instead of d20 to resolve tasks).
Best of what was evidently planned for FF&S1 along with what T4 could've been sorta thing (multiple "views" of complexity etc.) would be very cool.
One thing that could definitely be done is to produce an updated FF&S type book with the full Traveller tech tree, plus variants and sci-fi developments that don't have a place in the OTU, but should be available for referees to include in their settings if they so wish.
I already sent a pitch for this of to MJD many moons ago dear friends, never had a reply.Hey, Sigg, you might want to make a pitch... you just might get approval for such a thing. I imagine it'd have to be bigger than a TA, but otherwise, I think there's enough of a backing among Traveller fans to support an "ATU Construction Kit" book.
Move forward (in this context) means moving towards a system that eventually leaves the other systems in the past whilst incorporating the best parts/mechanics of the previous systems. This (IMO) also includes maintaining the "feel" of the game. I am hoping that T5 (when it arrives) will be the system that finally replaces CT/MT.Originally posted by Malenfant:
Isn't that what GURPS Space and Star HERO and other such generic systems do though?
Can't comment on that...I don't have either of them...
There's the thing - what's "move forward" mean here? What would T5 add to Traveller that hasn't been done six times already - or can't be added to a version that's already being actively developed?
2-4. These next questions had to do with why one would want to include sense rules in T5 (for instance, vision, hearing, stuff we take for granted).1. As to D6, I don't think that question can ever be resolved to the D6-opponent's satisfaction. So I'll move on.
2 . Traveller (CT MT TNE T4) really concentrates on humans. I want to include non-humans into the cosmopolitan eclectic universe of Traveller, which means (if they are to be more than "humans in rubber suits" like Star Trek) that we have to understand what they can see or hear or smell or whatever. As designer, I need to resolve the questions before T5 comes out rather than after. Thus, the ideas for defining senses.
3. Some of the sense items tell us what people can and can't do/see/hear etc. I think that is helpful to players and game masters as they play.
4. The previous email reiterates that the Sense rules are for the exception rather than the commonplace. But imagine the following situations in game play that are not currently possible in Traveller.
A. You discover an alien ship and its users see in the IR. Its markings are in the IR. What can you see?
B. You are sneaking up on a tribe of aliens on a primitive planet. When can they see you? Realistically?
Sense rules are much like [the Vilani language]. Most players will never see more than just a few example words. We do it for background and for fun.
I do too. And at the same time, T5 develops concepts further than previous versions.Originally posted by Flynn:
I just like to think of it in terms of the pleasure it brings to its creator.