Rhialto the Marvelous
SOC-13
Okay, here's a reality check for whoever is designing T5 right now.
There are two recent reviews up on rpg.net of the MT player and referee's manuals respectively. The reviewer is NOT hostile to rules-heavy games per se. On the contrary, he's the author of a Rolemaster Companion. He does have a clear idea of what an RPG has to be like in 2007 as opposed to 1985.
Here's what he has to say about the Referee's Manual:
So...
Here's my suggestion. Get hold of a recent edition of a rules-heavy game. HERO FREd would be good. Do not read it for the rules--read it for the presentation of the rules. Clarity, number of examples, number of tables, length of sentences, focus on actual play.
That last aspect is especially important. I know a lot of Traveller grognards like starship and world design. But starship and world design is not part of actual play. It's what you do before and after. And T5 needs to be all about what happens in-between before and after. It needs to be a game first, and a simulation second.
http://www.rpg.net/reviews/archive/12/12747.phtml
http://www.rpg.net/reviews/archive/12/12741.phtml
There are two recent reviews up on rpg.net of the MT player and referee's manuals respectively. The reviewer is NOT hostile to rules-heavy games per se. On the contrary, he's the author of a Rolemaster Companion. He does have a clear idea of what an RPG has to be like in 2007 as opposed to 1985.
Here's what he has to say about the Referee's Manual:
*Irony Alert!The Manual begins with several pages explaining the responsibilities of a Megatraveller referee and how to administrate an adventure. Interestingly, this advice concentrates heavily on managing the scenario and resources, rather than players and player styles. This is a theme that continues throughout the manuals, giving the impression of game where highly detailed star systems, craft and characters are created more than played. It is a little disconcerting to imagine.
Taking up almost half the book are the chapters on starcraft design and combat. The actual text for design and design evaluation is less than a 1/3 of that which is dedicated to tables, tables, tables and more tables. Simple formulae could certainly have saved a lot of space. In any case, craft design begins with the hull, then power supply, locomotion, communicators, sensors and electronics, nine pages of weapon charts, screens, bridge, accommodation and fuel, all of which seems perfectly in order and the couple of spaceships I've designed don't seem to collapse under the weight of their own contradictions.
The general combat system is, surprisingly, very similar to personal combat with tactics, initiative, surprise and interrupts following the standard procedure. Damage tables requires cross-referencing attack factors versus defense types to determine the penetration number which, if successful, requires a further roll on the damage chart which may require a further roll on the critical chart. Easy really.*
Like the Players' Manual, the Megatraveller Referee's Manual is a product of significant substance and fairly good scope, but hampered with an inaccessible style, disorganisation, significant authoritarian, militaristic and antagonistic biases, and an overabundance of tables (even more so than its contemporary, Rolemaster). If a referee loves sitting at home doing pre-game preparation, rolling lots of dice and looking up lots of tables, this is an ideal product. However, I rather suspect this is not how most GMs like to spend their free time.
So...
Here's my suggestion. Get hold of a recent edition of a rules-heavy game. HERO FREd would be good. Do not read it for the rules--read it for the presentation of the rules. Clarity, number of examples, number of tables, length of sentences, focus on actual play.
That last aspect is especially important. I know a lot of Traveller grognards like starship and world design. But starship and world design is not part of actual play. It's what you do before and after. And T5 needs to be all about what happens in-between before and after. It needs to be a game first, and a simulation second.
http://www.rpg.net/reviews/archive/12/12747.phtml
http://www.rpg.net/reviews/archive/12/12741.phtml