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T5 discussions at rpg.net

Well, I honestly THOUGHT I was done, but I came across something today that I wanted to share: it seems to bear directly on the question of what any future editions of Traveller should look like. The following is excerpted from a longer essay by Dave Nilsen from Challenge 77 - the whole text is available here:
There are at least two constituencies of Traveller fans, which I will call "players" and "collectors." Naturally there is extensive overlap between these two groups, so the division is perhaps best thought of as two poles of interest, between which all gamers are stretched to varying degrees of agony. Traveller fans who gravitate more toward the player pole enjoy Traveller primarily as a means to play a science-fiction roleplaying game in a broad, detailed, diverse and relatively "hard-science" setting. Those who gravitate toward the collector pole get their primary enjoyment out of being immersed in the large mass of interesting pseudo-reality source material. This is the same enjoyment that history lovers get out of historical material; Star Trek fans get out of all the encyclopedias, blueprints, Klingon dictionaries, spaceflight chronologies, and technical manuals; and Tolkein fans get from Tolkein glossaries, Middle Earth maps, elven poetry, and Christopher Tolkein's examinations of his father's notes and unfinished manuscripts. Traveller collectors get most of their enjoyment from what Marc Miller called "solitaire Traveller"- designing starships and vehicles, generating sectors, writing histories, or simply having fun reading all the cool stuff. Because Traveller is 18 years old, many of its staunch supporters have reached the age where it is hard to fit roleplaying get-togethers into the demanding world of families, careers, hair loss, etc. These supporters are therefore inclined to move toward the solitaire/collector pole.

Neither pole, player nor collector, is better or worse than the other. However, material targeted more toward one pole than the other will not be wholly satisfactory to the untargeted group. While a collector wants the Traveller equivalent of the Encyclopaedia Britannica, Jane's Fighting Ships, The Bible, Dune and The Rise and Fall of the Roman Empire, players are better served by adventure oriented material: The past is prologue; adventure starts now!

An excellent example of the difference in needs and enjoyment between the collector and the player is their approach to sector data. Collectors want to be able to see all of Charted Space, and clamor for more and more sector data. The leading response to the publication in 1984 of Atlas of the Imperium (long since out of print) was, "Okay, so now give us all the UWPS." Players, or more particularly referees, on the other hand, know what a task it is to detail a mere subsector to the level required for roleplaying. They don't want more sectors they want help in breathing life into the worlds they already have.

We seek to satisfy both groups with our TNE material, but it is hard to walk a fine line between two demanding goals, and in many cases we have to err on one side more than the other. So which side? What do we make, Atlas of the Imperium or Tarsus?
Okay, with that I think I really am done here now. Have fun, y'all!
 
Maybe a different tack here.

Please, gents, bear with me, as I work through the following, as it's a struggle for me to concentrate this much, but it is that important to me, since Traveller is was and always will be my favorite roleplaying game.

GypsyComet Wrote:
Mechanics that support fast play under any circumstances will tend to get used for fast and furious Action, because the mechanics won't get in the way. Mechanics that require an extensive glare at either a rulebook or character sheet to get away from a set list of actions, or worse, to perform that set list at all, will simply not support immersive Action. This is the fundamental reason D6 worked for Star Wars, and D20 doesn't, particularly if a Jedi is involved.
Exactly. Exactly damn squared.

Traveller is, was, and will be Marc's vision. I can only wonder why he didn't instead become a major sci fi author.

Traveller back in the day (and I am talking just what it WAS, not a preference for CT, etc to add into that whole pile-on) was exciting, fresh, rules light and a more-than-viable alternative to D&D.

In fact, way better, since it was skill-based and not level based, and tried and mostly succeeded in realistic action, damage, career paths, etc, etc. I dare say it set the trend for all skill-based systems to come after it.

With Traveller there was the 3I setting, or do your own, except that it forced you more or less to use jump, unless you designed your own variants for Hyperspace travel. And some did. Good for them. I was one of them, trying to simulate Star Wars.

I personally feel that what Traveller did was allow us all back in the day to be Heroes.

Heroes of the Traveller weekly TV Show, directed by GM, and starring players. The Traveller Film.

Not "My roll to penetrate the shields is X, but blah blah blah modifiers." or "look up this chart, that chart, that subsection of specialized rules."

I had some guy show me Unisystem, as to how it was so fancy-shmancy. There's 40 or feels like it different martial arts moves. too many. I mean roll the dice ***Blam***, damage, yes? Does it matter if it is a kick or a punch or an elbow smash? They got lost in John Woo films, for real, with specail John Woo films RULES if you can believe it.

I used to play battletech. Last week, I dug it out again for my gaming group, we ran a 6 on 6 'mech battle, and I remembered again, why I dropped it. Great setting, the rules sucked, and took too long to play even a simple 6 on 6 battle, that was 2 or 3 minutes real time, but took 6 hours to play out.

3 weeks ago, one of our guys broke out classic Twilight 1st ed. We had a roaring good romp in the woods with russian tanks, APCs, and infantry, and we nearly all died, but we loved it all the same. Ditto for 7th Sea. Roll some dice, tell the story.

If the rules for a roleplaying game as presented do NOT represent or convey the "Traveller as Episodic TV show" or "Traveller as sci-fi Film" background, it will ultimately fail as a game, since that is where games are going now.

Serenity as show as game shows us that, in that people I know that play it say, it's like Traveller, only this other guy's setting, with more action and fun rules. I skimmed it at a store, never having seen the show, and said, this looks snappy, but Traveller is already there.

IF the purpose of T5 is to play in Marc's Vision, what he sees as the Traveller TV Show style, based in 3rd Imperium, it will work.

If T5 clings to the old wargames pushing around minis, laying down squad-leader style chits for prep fire, suppressive fire, and tracking markers, clattering dice, mucking with chart heavy stuff, and clattering more dice, moreale saving throws, and the whole bit, a la Striker & FF&S, T5 is dead before it is launched, except for the total die hards (maybe I am one of them), who will buy a copy just because it has Marc's blood and blessing inherent in it (and that would be the reason).

What I have seen all through the years as a problem by GDW is Pandering to the current Trend, just because it was hot, and sold, not because it was a better game, or led to better storytelling. Cyberpunk was hot, so 2300 got some cyberpunk plugged in loosely.

Twilight:2000 was a breakthrough game. It's successors were not. I liked v2 slightly better, as it led to faster action, and less 3 bullets per shot headaches.

All the rest of the big gaming houses were going one house rules system, so TNE went there too.

Thanks to GDW for totally pissing me and my game group off, since I/we didn't like and didn't want Tewilight:2000 d20 (2.2) in the first place, and reworking Traveller to be that, killed it off for me, virus notwithstanding. Twilight got 3 versions! Traveller got 4! One was neither Twilight nor Traveller but called itself Both.. sort of. Jesus GOD.

How many times are the rules going to freaking change, Marc?

Instead, I gave up on GDW, figured it wasn't coming back, and I kept playing MT bits welded onto Classic, alternated with Twilight 1st ed, wanting more modules for both, and playing FASA Trek, which gave me what I wanted in a game, with a different setting.

What I am saying here is stick with what works, and do product line extension, not launch a new brand.

This is what killed GDW.

This is what Killed Imperium Games, if I am not mistaken.

Doing the same thing, expecting different results is insanity, and not based in reality.

If T5 tries to be a universal system, Traveller will be way behind GURPS, HERO and all the other generic games. This is why GURPS AS Traveller was a good move, I think. I don't play it, I use it as source, but some here love it.

Okay, here's a really wild off the wall idea...

T5, to avoid fracturing the fan base (who already play a half dozen versions plus house rules, that they already like) is instead a cleaned up SETTING + Modules, no rules, not YET ANOTHER full set of rules, to compete with CT, MT MT CD-ROM, T20, etc etc. We already got way too many rules.

If you are gonna do rules, clean up the erratta in CT, MT And T4, and re-release them. I can't speak for T20, but it seems dead, since all the problems of this year.

There are way too many systems out there. Everyone already has their favorite flavor. We don't need another one.

I mean, isn't that the problem here? too many sets of rules? ESPECIALLY for TRAVELLER?

How many people here have a NEED to have it all one straight canon, as quoted in the above post, the Encyclopedia of Traveller. (This collector monniker, or whatever.)

Because hell, I know over 30 different RPG rules systems already. NOT including specific variants of d20, may Gygax protect us in our time of peril.

I don't need another rules variant, which is a subset of classic, with MT welded on, influenced by who the hell knows what else...I ALREADY WROTE THAT ONE MYSELF, and It works Well enough.

No more. No new rules, which, in the damn end will be hated by [insert rules set devotee group here] or [Traveller posters who hate everything traveller, and mock Marc for even trying.] I know those people are gearing up right now with the [reply] button already.

Things like FF&S, while admirable are usually way too complicated to deal with, except for the "Gearhead / Rule tinkering people" Give 'em a limited license for X% and let em run free with their own 50 page website and online formula claculators, and have the hell at it.

I know there are people out there right now, members of these forums, who would be willing to retype all of these rules into one clean copy, by hand, ERRATA CORRECTED in more detail than Marc himself might be able to track, just to have it. Yes?

I used to use Traveller to play Star Wars, back in 1978. It **KIND OF** worked. Yeah there were stats for Vader in Citizens of E. I was 12. I made up rules for lightsabers, and blasters.

I didn't need FF&S type stuff to do it. I looked at the story factors, and game balance, and said here we go, these are the rules. ta da move the hell on, and get back to playing.

Too many games now have books and books of new feats, new monsters, new [whatever], that always significantly change what HAS COME BEFORE.

The Rebellion changed everything, as did Virus. Why?

There were an infinite amount of stories already in 3I. Infinite. And if you didn't like that, make up your own. But we got it forced on us as fans. Okay. DGP saw the handwriting, and bailed. Funny thing, some players did too.

Thus all this fracturing that we see now, because it was different rules, different setting, different.. a lot of things.

Gsmes that stayed consistent lasted longer.

Star Wars d6 Capital B...Blew Away any further attempt at doing Star Wars with Traveller. Likewise, using Star Wars d6 to do Traveller would totally suck, since SW is space Opera, and Traveller is Hard SF. Seemd for a long time like Star wars was good to go, easy to teach, far and away easier than most games. Fun, action, jedi, fun fun, kill the bad guys, be a hero.

Guess what? Lucas got a wild hair to change it up, and lost major portions of people that damn hated Jar Jar, and all the rest. Our group, disillusioned, ceased. Because the basic precepts of what we saw Star Wars as setting, was meant to be, had changed, irrevocably.

I guess things change. Some wise guy from India said that a few centures ago, as I recall.

We can look at some sf gaming systems, and get some clues, about changes in gaming:

Space Opera - Too many small print rules, clunky rules, bad editing. Some okay adventures, but it tried to be too big, and epic without really supporting that with story. Planet gen was fun and interesting, though. Combat was ... star trek with missiles. It was a game that seperated system from background, really.

SPI Universe: Was fun, as far as it went, but was too much like a wargame, for the obvious reason that SPI did it. Space combat was all vectors, too much of a problem for most. Planet gen was also fun and interesting, but went a Waaaay different direction. There was no background, really.

FASA Trek: Captured the flavor, rules light, and was a staple of FASA for many many years. The rules were light, somewhat quirky, but character generation (like travewller) was a mini-game in and of itself. Totally captured the feel and flavor of it's more or less Star Trek Canon background. Overall, a sucess.

WEG Star Wars: A classic, and still played. 1st ed was a bit clunky, revised and expanded edition fixed all of that. the d20 port .. not worth it to me. YMMV.

Alternity: looked pretty. Slick. part of the new wave.. we want to look like d20, but not be d20 style of hardbacks for 30 for core books per, and around 20 for supplements. For some reason, I have 12+ books for it, but have never played it. Other commenters here didn't like it.

Last Unicorn Star Trek: Potential to be a classic, but their license got pulled.

Decipher Star Trek: Cleaner, prettier, smells like d20, with different dice, designer claims to the contrary.

What Traveller needs (again, totally from my own narrow view, here) is:

Cleaned up canon and history. Call it T5, call it the Encycloipedia Travellerica, whatever. Hard rulings by Marc as to what is, and what is not. What is true, what is history.

Some ships, with easy to use rules that support the ships, and support storytelling. Not 30 turrets, each with a goddamned die roll.

Planet Generation, to cater to those who want to tinker, or build their own TU.

All of the effort to do ships and all of those books with formulas just drop 'em as the people that groove on that stuff will use FF&S or do thier own anyway.

Call me a collector, per the previous post. But for example if I am running Star Trek, as a scenario, if I have a Trek encyclopedia, I can do any story, and have it be consistent, as much or as little as I want. USING ANY OF 4 Differewnt Star Trek rules variants by 4 different companies. I don't need a ship's design book, I have some canon examples. I don't need vehicles I have canon examples. Most Star trek game systems have a few small books for ship design systems, and leave it at that. AS THEY SHOULD, since anyone who wants to go that way often cooks up thier own damn website and offers free stuff to anyone who wants it.

That's just the way it is.

Tell the story, not the mechanics.

Half of RPG combat is up / Hurt, unconscious or dead / combat ineffective. No need for a lot of rules, as long as the story can be told.

Long ago, I hated rules heavy systems, and the trend got to be more and more rules heavy as obsessive gamers crept in as gamers-turned- designers with all the minutiae, to simulate the worlds that they wanted to escape reality for, or did it for their day job, so that did it with their hobby.

T4 failed, most here would agree. I like it, but I am in the minority. But to me, it's Traveller, too.

Traveller As First Presented, in the old days, did so very very well, it had a setting, it had canon, it had (after a bit) some history, some ships, some stats, enough to play with, some characters, some skills, and there you go, Then it was:

Everyone seated at the table, with the crappy-green Judges guild screen (taped together, no frills like multi-fold for those guys, heh), with some books about astronomy laying around...

Ref: "You are all relaxing between jobs at the starport. Outside, through the plexisteel dome you can see the starport's downport landing field, and the glare of ships landing and taking off, as the twin sins lie low on the local horizon, past jagged mountains a few miles off.

You see holovid ads for Imperial Cola, and hear the computer-modulated feminine voice announcing arrivals and departures for destinations throughout the subsector. The woman you are meeting opens a small metallic case, revealing inside it a personal data terminal, and she then rotates it around, so that you can see an electronic holographic picture in full color of a man wearing the uniform and decorations of a highly-ranked Imperial Naval Officer.

'My father, a Navy Admiral is missing, and here's what I need from you all...'

And WE WERE THERE.

After a session of gaming, of suspension of disbelief, I recall saying to myself, at 18, after marathon session end:

"Oh hell, I am really in the real-world Navy, and got to work on torpedoes for the rest of the week, until we meet again to play."

I wanted to be that guy, in that starport, I wanted to be that hunter, that explorer, that scout, that merchant.

I still do. I am a 40 year old gamer. I freely admit, I play to escape.

I mean, it's a role playing game.

Playing a role, not designing a setting game.

If you want to do that, Hero and GURPS did it, cubed. And it's too many books, with GURPS, and Hero both.

I think, back in the day, CT hit the nail, square on, without really realizing it. MT did too, for some people. TNE might have for Twilight players. T20 did for the D20 crowd. Maybe T20 brought in some d20 players.

BUT:

I personally feel that We-as-Traveller community don't need another rules set. Break that paradigm, right now, and kill it pre-birth.

We got enough rules. And we got modern technology so that anyone here who wants to change 'em can scan their busted versions, type new pages to fix the old, and go to Kinko's and print 'em up POD, LEGAL or NOT. That's the reality. Really no foolin', guys.

A large slice of people here have done stuff for Traveller, in one way or another, official or semi official or fanzine.

What we don't need is more rules. we got fancy task systems, and ship design systems, and way too much ARGUMENT about which is right, which is better, and everyone is up in arms, so much so that people seem to be leaving.

What we don't have is Marc's ideas, thoughts and dreams, none of us can have that, we can only get it from him. I am so very sure that he has books full of notes as to how things are.

Back in the day, 3rd Imperium was born. Maybe it is dead, now. Some variants, it lives on.

We need Marc to give us all of that Tolkien Notes stuff before he dies, because Damn it to hell, I love the Third Imperium, and the Vargr, and the Solomani Rim War, and the Psionic Suppression, and the K'Kree, and ALL OF IT. I might do my own campaigns, but I want to see that stuff.

Majestic, in a word. Epic, Stellar, all-encompassing.

"Science Fiction Adventure, in the Far Future"

How many of you have that as a near mantra? I have the LBB logo as my damn PC shut down screens.

The 3I is just as compelling as DUNE, or The Foundation, is it not?

I ran out of steam. I expect to be blasted for the above. It ran too long, That's obvious.

But, does anyone out there remotely feel like ANY of the above is true?

I left the community for a few months, because it was full of arguments, so much so that I couldn't stand it. I come back for less than a week, and I am literally disgusted again already by the arguments.

WHERE's THE TRAVELLER?

- Merxiless
 
Merxiless:

Sadly, what Marc has put up for public comment is table-heavy massive-rolling-of-dice-then-reading-the-table and Gearheads-R-Us.

Robject's recent posts of communiques from Marc indicate that T5 will be "Yet another incompatible ruleset" and will still likely contain those same "reality errors" that get Malenfant's knickers all a-twist...

The comment was made that Marc hadn't been gaming lately... that is an ill omen.

I agree, though, that a revised version of CT (with a task system rather than the various separate skill subsystems), or of MT, provided it is errata-free, would probably do all right. As is, my players don't like that the PDF's are not errata-applied.

And, having ripped text out of the DTRPG MTPH for various purposes, it's pretty clear the OCR guy didn't even check, just ripped it right through the scanner and hit save.
 
I thought I wrote long posts, but honestly Merx, you lost me about halfway through that one - could do with a bit of 'cutting to the chase' because your post is such a long and winding stream of consciousness that I've got no idea what point you're really trying to make there.

From what I did glean from it though, then yes, T5 is going to be stillborn. Marc simply isn't listening to anything that anybody else is telling him, which is why the playtest is a waste of everyone's time. Early on he drove off a lot of people who could have seriously improved the game because his attitude was that playtesters should only test what he gives us and not suggest alternatives that work better (which is how every other playtest I've been on works).

Frankly, I think the biggest threat to Traveller is Marc Miller. It's not that he doesn't have a clue what the fanbase or RPG community wants, it's that he actively doesn't care what they want. He's also chronically out of touch with modern gaming. I can only hope that T5 is such a failure that it makes him realise it's time to stop interfering and to hand the line to others who are better game designers and who have a vision more compatible with the fanbase's.

But what annoys me most is that people say "well, I'll buy it anyway" - that's frankly phenomenally stupid and counterproductive. Take a look at it first - same as you would anything - and if it appeals to you THEN go ahead and buy it. But if it really does turn out to be crap then buying it blind just because it's by Marc Miller is not going to send the message to him that his product is substandard - it'll just show him instead that there are a lot of mugs out there willing to part with their cash.
 
Most or all of the current revised editions of older RPGs were redesigned by younger, very competent people who love the game *and* who had license to take a long, hard look at the rules in light of current game design and quality standards. D&D can be hated for all sorts of reasons but not for sloppiness or inconsistency (compared to earlier versions).

In an ideal world, Marc would hire a Tweet, Long, or Pulver to do the job for him... maybe he'll yet swing around to doing it.

Great post by David Nilsen, btw.
 
I'm sure Pulver had a hand in GURPS Traveller somewhere, didn't he? Or am I completely misremembering that (can't check the books atm).
 
David Pulver was involved in GURPS Traveller, though GURPS Traveller was a porting effort, not writing a game system.
 
Pulver has been involved with GURPS for a LONG time (Almost 20 years, IIRC). ISTR he was involved in G:Autoduel. He also wrote for Car Wars. He's no "Young Gun." (He's at least mid 30's, probably 40's.)

Likewise, while the 3.X Dev team is "new blood" from standpoint of core rules authors, most of them were not "young guns" either. (Again, in their 40's.)

Decipher hired out the LUG Trek staff. (LUG complained vociferously about that).

WWG got rid of Marc Rein-Hagen well before the new editions; the guys doing it were no young guns, either, but core staff.

Arthaus' got Greg Stafford to do 5th Ed Pendragon (A team did fourth, Greg did the 1st-3rd with help)

Most of the "revised" D20 games I've seen have been the staff teams reworking based upon feedback and the 3.5SRD.

T&T7 was done by Ken StAndre... who did the editions either directly or with Liz Danforth. (The "Re-imagnined" 7R rules look good, but I can't get my players to try it.)

L5R is the same core guys for all 3.5 editions of L5r (counting the D20 as half an edition...)

WFRP2 is the exception, not the rule, with Chris Pramas taking a GW property and gutting it to distinctive concepts, then rebuilding to meet the licensers' demands. It's functionally neither the same setting nor the same game engine... closely related, but clearly not the same. It does tie in to the new, revised Warhammer World of Warmaster and the Current WFB.

The other exceptions that come to mind are equally niche games: Ars Magica and Chivalry & Sorcery. Both have been hot potatoed from company to company.

Few games survive the loss of the original dev team. That D&D, Traveller, C&S, Ars Magica, and WoD did is a nifty thing.

Several games have been redesigned to fill a license; Trek is this way, as is Marvel; the various editions are not related save for being designed around the same IP.

Star Wars is an interesting anomaly; The D20 SW is by the same guy who did the revisions on the D6 version's 2RE (Essentially, the third edition of d6 SW).

Traveller was originally Marc. Then Loren, Marc, and several other contributors developed the system. MT was a new dev team, supervised by the old: Joe Fugate & Gary Thomas, supervised by GDW. Loren's the major on the TNE core, and Dave the key for the line. T4 was Marc, again, but with no support team to speak of.

There is hope that a new edition by a new team might have a market niche. Likewise, a cleaned up revised CT or MT would likely have a decent chance of making money...

... if it can get bookstore shelf space. Or better, Wal*Mart and Target shelf space.

But as it sits, Marc is unlikely to make something other than for the grognards.

Much like Gygax's recent games appealed mostly to grogs (with some interesting ideas) but not something I could easily put in front of a newb.

T20 is proof that Traveller can survive the transition to a new dev team. (Hunter and MJD, with loads of input from the lead playtesters. We each had a strong hand in shaping (or in some cases, refusing to let Hunter force one shape) the T20 rules. And remember: Every listed playtester was the Ref for a group and a commenter on the boards... so the acutal numbers are considerably higher than listed.
 
It's funny that MM has gone grognard...I remember reading in one of the LBBs a long time ago that it was firstly and foremostly an RPG which could equally be the setting of a ghost story or a western.

Ravs
 
Aramis, by "young" I do mean people in their late 30s / early 40s. Given Marc is about 60 now, that *is* a generational change.

Essentially, I mean people who came of designer age at a time when the grass roots hobby had already turned into a competitive market with all that this implies economically and design-wise (i.e., greater choice for gamers demands better design/QA from designers).

Games like L5R were *invented* during this latter phase, and games like V:TM helped initiate it. So, a change of guards wasn't/wouldn't be as radical.

Stafford was ahead of his time in game design, so he's a tricky case. Pendragon and Prince Valiant have aged well. Gygax is a much better analogy for what *we* may be facing. Grognard and proud of it, but no one buys Lejendary Adventures.

Tweet was a good thing for D&D, and a Traveller Tweet would probably be a good thing for us, is all I'm saying. Their work may in fact *prevent* T5 from being niche.
 
I don't think many people outside the Traveller community (who probably can be considered outside the mainstream RPG community due to the generation gap between older Traveller fans and current 20-something/teenage RPGers) would really care if a new version of Traveller was written by Marc Miller or not.

However, if it was to be written by someone like David Pulver or Jonathan Tweet or Monte Cook or Robin Laws or CJ Carrera or Rebecca Borgstrom (that would be a *weird* version of Traveller!), then I think that's much more likely to get peoples' attention. These folk have a generally good reputation and a solid track record for being good game designers - Marc Miller doesn't have that at all (and if anything has more of a reputation for being a bad one. After all, he did come up with the 'dying in character generation' thing, which CT still can't shake).
 
This debate is going round and round in circles and only proves one thing. The rpg.net discussion is right.


My own view on the debate here;

Traveller fans cannot define Traveller

Traveller fans cannot agree on what they want from T5

Some "Traveller Fans" appear to hate Traveller.

Some people have little respect for the authors of GDW's Traveller, yet still claim to be fans of their work.

Traveller is MWM's baby to do with as he damn pleases and if he feels up to T5 himself, another designer or with a design team it is up to him and his risk alone.
 
Well, I've never claimed to be a fan of MWM's work, or a fan of him personally either for that matter. I have a fair bit of respect for Dave Nilsen, Frank Chadwick, Loren Wiseman, Martin Dougherty, Hunter Gordon, and the entire GT team. But as far as I can see Marc's not actually contributed anything that I've liked to the game, and the evidence I've seen from what he has contributed (including T5) is that he's not a good game designer either. To add to that, it also seems that most of what I have liked about Traveller in its various incarnations were the parts that were created by other people, with Marc very much in a back-seat role or not contributing at all. Those other people did the good stuff IMO, not Marc.

Sure, it's up to Marc what to do with Traveller, but by ignoring (a) his T5 playtesters (who he should really be listening to the most), (b) the Traveller community, and (c) the reality of the RPG market today, he's only got himself to blame when T5 falls flat on its face if it is ever released.

Most of the Traveller fans who have seen T5 know two things about what they want to see - that they don't want the rules that Marc's coming up with, and they're not interested in the direction he's taking the game. It seems that more people are saying that they're not even interested in another ruleset anyway.
 
Guys, the last post I see over at rpg.net is dated Saturday. Why don't we just wait and see what happens?

 
Though I disagree with your opinion on MWM (much of what was written for Traveller was his idea executed by others) what you say about T5 is true enough. I've kept up with the T5 forums and playtest files enough to know that much of what I have seen is unworkable and others radically innovative. I could muse about what I want from T5 but as you say, what is the point. The heading is set and the playtesters are there to prevent the ship running aground.

Far Future Enterprises in the other hand could turn a profit by creating systemless background material. A look at the proposed T5 publications includes a multitude of possibilities. Yet more than one man's capabilities.

Avenger has a good idea in publishing with 2 systems in mind (much as BITS did before them). Their publications are virtually systemless and enjoyable (but by no means perfect but hey, I couldn't do better).

If I was to hire one man to write up Traveller background material with a professional attitude and a passion for his work I would choose Chuck Gannon. His work is much maligned yet is some of the best available for MT & 2300. I put this down to him being a writer first and a player second.

P.S. I hope you didn't take my above post as being directed at you Mal, it was generalizations taken not just from this thread but the entire board.
 
What I want:

A playable version of Traveller.

At this point I would like MM to give a few PDFs to Sigg, let him fix it, and then publish "revised Traveller" as PDF on e23.

I want a debugged, consolidated, fast playing, edition of traveller. I'd like it to be supported with useable ship combat, ground combat, trade, and grand strategic space combat rules. I'd like it to be supported with a steady stream of adventures and scenarios.

The fact that there is no accessible, debugged version of Traveller in existence is the main problem. I'd like T5 to be able to settle that. Revised CT and revised MT would work, too.
 
Originally posted by Border Reiver:
Though I disagree with your opinion on MWM (much of what was written for Traveller was his idea executed by others) what you say about T5 is true enough.
Well, just because someone comes up with an idea, doesn't necessarily mean they're the best person to implement it. ;)

The heading is set and the playtesters are there to prevent the ship running aground.
Only if they're actually listened to. My experience at the start of the "playtest" was that playtesters (not just me, I might add) were being ignored, and told to test only what was provided (which was very little, and in fact it seemed like we were being asked to design the whole system for Marc sometimes, which was his job, not ours) and that any other input was unwelcome. That's not what Playtesters elsewhere do - sure, they test what's provided, but if they find it too clunky, or find it doesn't work, or can think of a better, more elegant, less complicated way to do something, then they suggest that and usually the author listens to them and makes suggested changes.

Far Future Enterprises in the other hand could turn a profit by creating systemless background material.
Maybe that could happen... if only the company was run by someone with a sense of business acumen... ;)

If I was to hire one man to write up Traveller background material with a professional attitude and a passion for his work I would choose Chuck Gannon. His work is much maligned yet is some of the best available for MT & 2300. I put this down to him being a writer first and a player second.
I think I'd actually bring someone new in to do it - someone with no sense of attachment to the game, who'd look dispassionately at the whole and cut out the cruft mercilessly til it was lean again.


P.S. I hope you didn't take my above post as being directed at you Mal, it was generalizations taken not just from this thread but the entire board.
Eh, it's fairly obvious I don't have much respect for Marc. But then I don't see why that's any worse than others having no respect for Dave Nilsen or the GT team. ;)
 
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