Playing the game and not "giving a toss" about the background are not mutually inclusive - one can play an immersive Traveller adventure without fretting about why a power plant requires so much fuel, for example.Originally posted by Malenfant:
That's all well and good if you're just playing a game and don't give a toss about the background.
I wonder to what extent this really matters to people who are interested in Traveller - gearheads may be abundant, but there is also a continuum, from the gamer who designs her own Book 2 ships to the gamer who designs a whole new ship construction system. Should the focus of Traveller be the latter gamer, or the former?Originally posted by Malenfant:
But there's a lot of people here who "play with" Traveller rather than play the game, who take apart the background and setting and history and data and try to make sense of it, and who run into these consistency problems.
I think that depends on what those writers are trying to accomplish - DGP certainly seemed to do pretty well within the constraints of CT.Originally posted by Malenfant:
And there are people who are trying to write new products set in that universe who have to wade through all the inconsistencies and try to make sense of it. And they're the ones that have problems here.
Well it's alright for the players, but the GM has to go through the unnecessary effort of wading through the errors and inconsistencies to make the game 'immersive' enough to make sense. You're just seeing the end result of his work as a player.Originally posted by Black Globe Generator:
Playing the game and not "giving a toss" about the background are not mutually inclusive - one can play an immersive Traveller adventure without fretting about why a power plant requires so much fuel, for example.
It's not really about the "focus" of Traveller though. The gamer who designs her ships using Book 2 and nothing else might be perfectly happy, but the gamer that's trying to make sense of the different ideas and approaches in Book 2 and Book 5 is stuck scratching his head. And the one trying to figure out how Book 2, Book 5, FF&S, and FF&S2 can exist in the same universe and all be simultaneously valid is totally hooped.I wonder to what extent this really matters to people who are interested in Traveller - gearheads may be abundant, but there is also a continuum, from the gamer who designs her own Book 2 ships to the gamer who designs a whole new ship construction system. Should the focus of Traveller be the latter gamer, or the former?
Yeah, and then that all got tossed in the garbage because of legal issues. Which is a shame, because before GT came along I thought the DGP stuff was the best material that had been produced for Traveller.I think that depends on what those writers are trying to accomplish - DGP certainly seemed to do pretty well within the constraints of CT.
It's apparently quite different from what came later. Personally I (along with most people, from what I gather) just explain that by saying that it's early work that was done before anyone even had a clue what the OTU technologies were or how they worked, and as such shouldn't be considered as part of the OTU. I'm not actually sure if Marc has officially nixed them from the setting though because of that or if he still claims they're canon though.It's not like every bit of canon needs to be religiously observed. How many adventures (other than Leviathan of course) or sector settings reference jump torpedos? Does the Annic Nova 'break' everything we know about em- and jay-drive function in the TU?
That's one of the reasons why I was trying to put together the Top 250 worlds of Known Space list. If you didn't have 11,000+ worlds to look at, you'd be bouncing all over Known Space and only just keeping track of how many jumps it takes to get from one place to the next - and maybe only roleplaying out 1 Jump week through the whole trip. I mean, things like UWP and Law Levels and such are almost too much information for the "characters" - it's all too much information. Don't give me 101 Ways To Make a Starship, give me 101 Starships. Ok, bad example, I'm not a gearhead. But separate the two. Already done up equipment/vehicles/ships book and a separate book for tinkering and building your own. Or how about don't give me 101 Worlds of the Spinward Marches, give me 101 Worlds of Known Space. Traveller needs to think big - I think that would make it much more successful. If the rules are in the book to create your own worlds, why show the OTU setting? If you make your own, it's overwriting what's there already. They need to separate. How about a Traveller Design Guide - a mix of World Builder's Handbook and Fire,Fusion and Steel. I mean, do people bother making homebrews when they like the setting?If the entire Traveller universe was just the Marches then you could really go to town on the detail
I think that's the most important point. When you write a rules supplement, what rule system do you write for? If the market is splintered, you may be hamstrung.Originally posted by Malenfant:
[...] And there are people who are trying to write new products set in that universe who have to wade through all the inconsistencies and try to make sense of it. And they're the ones that have problems here.
I'll beg to differ on Alternity being usable. The task system and experience progressions were linked disasters, the specifics of combat another again. What distinguished Alternity is that it did an amazing job of *looking* usable. Our group got six levels into character advancement during play, looked at the list of things that seriously needed changing based on our experiences, and dropped it like a hot rock.Originally posted by Malenfant:
What Traveller needs to be IMO is a dedicated (and usable, which T5 isn't) generic SF ruleset, like Alternity was.
Malenfant, I haven't been "just a player" in a Traveller game since around 1985 or so. Those inconsistencies don't stop me cold as a referee - I decide what works best for the setting I want to run, and the campaign I think the players will enjoy, and I move on.Originally posted by Malenfant:
Well it's alright for the players, but the GM has to go through the unnecessary effort of wading through the errors and inconsistencies to make the game 'immersive' enough to make sense. You're just seeing the end result of his work as a player.
It seems to me that that already happened, with MT and then FF&S, and it didn't seem to make a dent. I don't buy into the idea of the "perfect" gamebook - I believe what works for the extreme gearheads is unlikely to appeal to the more casual gamer who wants a big book full of starships and vehicles and doesn't care how they were put together. Where do you think the designers should invest their effort?Originally posted by Malenfant:
Nobody is expecting anyone to cater to [gearheads] directly, but sooner or later there's going to be a Ship Design System/Technical Architecture book released and I think they'd rather prefer that it makes some degree of sense and fits with the OTU background, even if it means throwing out everything that came before.
Tossed in the garbage? I use Vilani and Vargr, Grand Census and Grand Survey IMTU - just because it's no longer in print doesn't mean that the material stopped being useful.Originally posted by Malenfant:
Yeah, and then that all got tossed in the garbage because of legal issues. Which is a shame, because before GT came along I thought the DGP stuff was the best material that had been produced for Traveller.
I wouldn't presume to speak for most people, but given that both of those technologies offered a radical, even revolutionary, departure from core conceits of the OTU one might expect that anyone cleaving to the canon universe to take them into account, yet I don't know of any other supplements or adventures that mention either one except in passing. Traveller authors deviate from canon, and invent new material, so I still don't understand why these "inconsistencies" are believed to be such a show-stopper.Originally posted by Malenfant:
It's apparently quite different from what came later. Personally I (along with most people, from what I gather) just explain that by saying that it's early work that was done before anyone even had a clue what the OTU technologies were or how they worked, and as such shouldn't be considered as part of the OTU.
With the exception of the CT-MT edition change, the mechanical changes have always been extreme, and even CT to MT was non-trivial for many reasons. Thus, instead of (to use the extreme other cases) the relatively smooth transitions that Battletech and (until the most recent change) the World of Darkness had between editions, you get large groups of players looking at the mechanical change and asking "why bother? What we are using *works*." Even the juggernaut that is D&D suffers from this kind of segmentation, because TSR and WotC made extensive mechanical changes between editions.Originally posted by Malenfant:
The thing that baffles me most about Traveller is how people insist that out-of-date editions are still relevant. Usually when a new edition comes out, the old one is supplanted by it.
It's still more work than necessary. I'd rather have no inconsistencies there to start with.Originally posted by Black Globe Generator:
I haven't been "just a player" in a Traveller game since around 1985 or so. Those inconsistencies don't stop me cold as a referee - I decide what works best for the setting I want to run, and the campaign I think the players will enjoy, and I move on.
A dent in what?Originally posted by Malenfant:
It seems to me that that already happened, with MT and then FF&S, and it didn't seem to make a dent.
I don't think they should invest it on any one thing. The gearhead part of the community is pretty big, they'd be nuts to ignore it. If they want to attract the active players and GMs then they should darn well put out books to attract them. Adventures can pull in the GMs, but there's nothing out there that really attracts the players - for that you need things like Splat books, which Traveller lacks.Where do you think the designers should invest their effort?
I didn't say they were. I meant that the DGP stuff had been striken from canon because of the legal issues around it. Doesn't stop anyone from using them in their own games, but I'm not really interested in what people do in their own games, I'm talking about what is and isn't part of the official canon, and there's some pretty darn good stuff in there that isn't part of the OTU anymore because of some legal pettiness.Originally posted by Malenfant:
Tossed in the garbage? I use Vilani and Vargr, Grand Census and Grand Survey IMTU - just because it's no longer in print doesn't mean that the material stopped being useful.
Then what are you doing here? If you don't understand or even see the points here, then obviously you can continue merrily on your way.Originally posted by Malenfant:
Traveller authors deviate from canon, and invent new material, so I still don't understand why these "inconsistencies" are believed to be such a show-stopper. [/QB]
Fair enough. We move on...Originally posted by Malenfant:
I wasn't saying that Alternity was usable, so much as T5 isn't. T5 is a clunky, anachronistic anathema compared to modern RPGs.
I meant "like Alternity" in the sense that you had a sci-fi specific toolkit there that was used as the rules for a variety of backgrounds. That's what Traveller should be, but it isn't - instead it's a toolkit for making games that look like the OTU and have the same assumptions.
Originally posted by Malenfant:
I'd rather have no inconsistencies there to start with.
Originally posted by Malenfant:
FF&S was the sort of Tech book that Traveller needed.
Originally posted by Malenfant:
The gearhead part of the community is pretty big, they'd be nuts to ignore it. If they want to attract the active players and GMs then they should darn well put out books to attract them. Adventures can pull in the GMs, but there's nothing out there that really attracts the players - for that you need things like Splat books, which Traveller lacks.
So basically what you're saying is that the game should reflect your own narrow personal preferences? That yours is the mainstream opinion? And that authors in general find it difficult to write for Traveller, the evidence of adventures and supplements being published both professionally and by the fan-community notwithstanding?Originally posted by Malenfant:
The point is that [Traveller authors shouldn't HAVE to do intellectual gymnastics to explain the inconsistencies and errors when they're writing new material. The Traveller setting is a nightmare for authors.
Perhaps I don't share your certainty and I'm willing to challenge my own assumptions?Originally posted by Malenfant:
]Then what are you doing here? If you don't understand or even see the points here, then obviously you can continue merrily on your way.
Clearly. That doesn’t seem to affect your certitude about what makes the game better for everyone, however, a stance I find puzzling.Originally posted by Malenfant:
Doesn't stop anyone from using [DGP books] in their own games, but I'm not really interested in what people do in their own games...
Right back to you, Malenfant.Originally posted by Malenfant:
Just because you don't see that or it's not directly relevant to you doesn't make the point any less valid.
Whoa there, pardner.Originally posted by Black Globe Generator:
So basically what you're saying is that the game should reflect your own narrow personal preferences? That yours is the mainstream opinion? And that authors in general find it difficult to write for Traveller, the evidence of adventures and supplements being published both professionally and by the fan-community notwithstanding?
If you actually read what I'm saying instead of being accusatory and trying to pick a fight, you'll see that all I'm saying that there are severe inconsistencies in the rules and the setting that need to be removed.So basically what you're saying is that the game should reflect your own narrow personal preferences?