Recent events (last year or so) got me thinking about my misgivings about T5. This peaked with reading a post yesterday on KODT, about the dearth of women gamers (by a woman, no less).
And I realized tonight, while listening to the story of the Mujahadine...
I realized my problems with WFRP, Traveller, D&D, WOD, and T&T come from fear of the new editions.
In the case of WFRP, it was justified; the new edition is a very different gaame and somewhat different setting, despite the same names, due in part to malfeasance by the GW corporate rep, by sabotaging the feedback loop during the playtest. It was mechanically poor, and when I dropped out of the playtest, it was becuase my feedback, no matter the tone, was being deleted when only the GW rep was on-line to the boards with me.
D&D, the "New D&D" (3.0/3.5) is a decent game; it just is not a game derived from AD&D, and only loosely from older D&D.
WOD was a good system. Then they tinkered. I don't like what they did. They've tinkered some more. Can I still play the rules I like? Maybe. Can others? only if they still have the books... but the players attracted by the new rules are generally not the types welcome at my table.
T&T - Ken keeps popping off wild hairs every few months... some I like, some I don't... and many are "Cool enough, but does it belong in T&T?", and I wonder, how much of 5.5 was Liz Danforth, as opposed to KSA?
Which brings me back to point: What is it I, the MT grognard that I seem to be, want out of T5?
Is it setting?
Is it Hard Science?
Is it realistic Space Opera?
Is it the gearheadism?
Is it the Aliens and how they were treated?
Is it the Swords in Space?
And I realize:
The setting itself is not great, but I know it. Comfortable, like old shoes. In this case, Stinky old shoes.
No, it's not for hard science; Traveller took 3 big "Magics" not the traditional one, and ran them into the ground: Gravitics, Jump Drive, and Ancients Intervention.
Is it for the Space Opera? Well, kinda; my games tend towards "Errol Flynn in Space" kind of motifs.
Gearheadism: kind of... I like the detail level of MT, and the simplicity of Bk5... But MT was too hard for many, and not hard enough for the few. TNE went further... and while I like the options, the rules precision was too high.
Aliens: Pure F'ing Magic! This is the one thing where Traveller has outshined ALL the competition: Well thought out, well developed aliens. Some of whom just happen to be descended from early homo sapiens (preneanderthal), as are we...
Swords in Space I like. It makes good sense. It makes boarding teams fairly useless dirtside, and vice versa, but boarding is a post-combat activity anyway...
But I am part of the problem for T5. If I cooperate with Marc's apparent regression towards random-everything-tables, then I help doom the future of the game. If I speak up, but too aggressively, Marc ignores me and others like me. If I say nothing, I am complicit in not opposing it. If I go and release a design of my own aimed the way I want, I narrow the market further during tight market times. (At least, they are tight according to RTG and HeroGames.)
Anything Marc does to the setting WILL torque off some faction of grognards. Any rules will annoy some faction. Any detailed setting materials will contradict some other detailed stuff somewhere...
So I ask... Should we, the grognards, be involved in shaping T5 as playtesters?
Should Marc?
Has his baby outgrown his usefulness as a designer?
as RS would say, Food for thought...
And I realized tonight, while listening to the story of the Mujahadine...
I realized my problems with WFRP, Traveller, D&D, WOD, and T&T come from fear of the new editions.
In the case of WFRP, it was justified; the new edition is a very different gaame and somewhat different setting, despite the same names, due in part to malfeasance by the GW corporate rep, by sabotaging the feedback loop during the playtest. It was mechanically poor, and when I dropped out of the playtest, it was becuase my feedback, no matter the tone, was being deleted when only the GW rep was on-line to the boards with me.
D&D, the "New D&D" (3.0/3.5) is a decent game; it just is not a game derived from AD&D, and only loosely from older D&D.
WOD was a good system. Then they tinkered. I don't like what they did. They've tinkered some more. Can I still play the rules I like? Maybe. Can others? only if they still have the books... but the players attracted by the new rules are generally not the types welcome at my table.
T&T - Ken keeps popping off wild hairs every few months... some I like, some I don't... and many are "Cool enough, but does it belong in T&T?", and I wonder, how much of 5.5 was Liz Danforth, as opposed to KSA?
Which brings me back to point: What is it I, the MT grognard that I seem to be, want out of T5?
Is it setting?
Is it Hard Science?
Is it realistic Space Opera?
Is it the gearheadism?
Is it the Aliens and how they were treated?
Is it the Swords in Space?
And I realize:
The setting itself is not great, but I know it. Comfortable, like old shoes. In this case, Stinky old shoes.
No, it's not for hard science; Traveller took 3 big "Magics" not the traditional one, and ran them into the ground: Gravitics, Jump Drive, and Ancients Intervention.
Is it for the Space Opera? Well, kinda; my games tend towards "Errol Flynn in Space" kind of motifs.
Gearheadism: kind of... I like the detail level of MT, and the simplicity of Bk5... But MT was too hard for many, and not hard enough for the few. TNE went further... and while I like the options, the rules precision was too high.
Aliens: Pure F'ing Magic! This is the one thing where Traveller has outshined ALL the competition: Well thought out, well developed aliens. Some of whom just happen to be descended from early homo sapiens (preneanderthal), as are we...
Swords in Space I like. It makes good sense. It makes boarding teams fairly useless dirtside, and vice versa, but boarding is a post-combat activity anyway...
But I am part of the problem for T5. If I cooperate with Marc's apparent regression towards random-everything-tables, then I help doom the future of the game. If I speak up, but too aggressively, Marc ignores me and others like me. If I say nothing, I am complicit in not opposing it. If I go and release a design of my own aimed the way I want, I narrow the market further during tight market times. (At least, they are tight according to RTG and HeroGames.)
Anything Marc does to the setting WILL torque off some faction of grognards. Any rules will annoy some faction. Any detailed setting materials will contradict some other detailed stuff somewhere...
So I ask... Should we, the grognards, be involved in shaping T5 as playtesters?
Should Marc?
Has his baby outgrown his usefulness as a designer?
as RS would say, Food for thought...