Originally posted by jappel:
[QB]Just curious. It's mentioned somewhere up-thread that you don't and haven't actually played Traveller in any form. Do you actually play any of the various games you talk about? As in sitting around the table with others, dice at hand, playing the role of your character?
I have played Traveller. I tried running a pre-made adventure which turned out to be dull as hell (one from the DGP Early Adventures book, where the PCs get stuck in an Ancient facility on Antiquity).
Now I think of it, I also played in a GURPS Traveller one-shot at a gaming convention that was actually very good (set on Efate, IIRC), though it was more cyberpunky really.
As for other games, I've played and run lots of World of Darkness (Mage, Werewolf and Wraith), played and run lots of GURPS 3e games and Ars Magica, and played in Heavy Gear, Unknown Armies, SLA Industries and Call of Cthulhu and others, am currently playing in a D&D d20 game, have co-written a published GURPS book and am on playtest credits for several others, had two JTAS online articles published, and own and have read most of the major RPGs that have been released in the past 20 years.
And that's just what I can remember off the top of my head.
I know that some of us (raises hand) still actually play the game, but there are others who only play with the game. It leads to differences in perspective.
Yes, but some people seem to think that only one of those perspectives (the 'played the game' one, specifically) is valid. They'd be wrong in that presumption.
There are, IMHO, two settings for Traveller: what I call the implied setting which is defined by the rules, i.e., the concept of prior history, communications speed = ship speed, the mechanics of jump, etc. Then there is the canonical setting, to wit the 3I universe. There are those who are afficiandos of the latter, and those of us (and not all creaky grognards) who prefer the former. Neither is better or superior to the other, except in the matter of taste of the referee and players of a particular group.
I wouldn't argue with that. Though people tend to forget that CT started as a 'generic scifi game' when in fact it wasn't because of that 'implied setting' you mention. Since CT came out, truly generic scifi games have been released such as GURPS Space or Star HERO that do not have these implicit assumptions to limit or hamstring anyone when they are creating their universes. They just present all the options and advice and leave it up to the user to decide how to put that all together.
What is impressive about Traveller is that it's actually able to support these various sub-cultures under a relatively consistent umbrella, and that is one aspect I'd like to see continue.
I'm not sure it
supports them all really, it just stuffs them all under one roof and leaves them to fight among eachother within a commonly shared framework

.
I will also submit that D20's dominance, just like that of MS Windows, VHS video format, and a host of other non-game related examples is not due to the system being inherently superior to others, but rather to being good enough for most people and backed by tremendous marketing and production resources.
Yes, but like all those other things, the key thing is that d20
works, and works sufficiently well that people don't tend to be interested in anything better unless they're really into the subject. Of course, people who are into alternatives like Linux, or DAT, or Traveller, tend to get all intellectually superior to those who just like the default. You hear that a lot from Linux fans who have this pathological habit of sneering at Windows users.
Your points about the various D20 games that do away with levels and such are well-made, but I seem to recall that the interpretation Hunter/Martin et. al. were under at the time was that these things were required by the OGL. I could easily be wrong or misinformed.
Close. QLI released T20 specifically as a 'd20' book, which meant that (a) it could have a big d20 badge slapped on the back to show it was compatible with D&D and (b) it supposedly couldn't have XP tables and how to generate ability scores in it. When T20 came out, having that D20 badge supposedly meant that you'd be able to get more sales because just going under the OGL without the badge meant you couldn't take advantage of the brand recognition of d20. In practise, T20 DOES have XP tables in it, and given all the other modifications to be honest I'm amazed that QLI got away with calling it a D20 book at all.
As it is, T20 is basically an OGL book released under the d20 banner. Nowadays, the d20 thing doesn't seem to be so important and most companies release their books as OGL, which means that they are free to concoct new ways of doing things within the d20 system, so long as they make some of that available as Open Content. I think it turned out that the 'Brand Recognition' thing didn't seem to be as big a deal as it first seemed.
Lastly, good looks (art) and catchy production will only get you so far. The early adopters, the fanbois and some GMs may purchase the books initially, but the real money is in those players who buy the books because the game plays well enough that GMs will keep running it. You also have to make it possible for people to get into the game with a relatively small investment in both cash and time.
The looks of the game are a pure marketing thing. Nowadays, people seem to expect and want big colour hardbacks. They expect these tomes to be well laid out and well edited too. Ideally you want to be releasing books both for players (since there's more of them) and for GMs - that's why you get all the 'splat books' for classes and races and so on in the successful d20 and WoD lines.
This doesn't mean you're stuck writing your game as a sourcebook for someone else's engine necessarily. New players are more willing to accept a complex system (if they can be eased into it) than you might think.
My experience says otherwise, as does a lot of people's. In roleplaying, people are definitely less willing now to learn a new system than they were before. Heck, my own group doesn't really want to learn new systems.
The whole
point of d20 and OGL was to reduce the number of systems available on the market - Ryan Dancey himself said that was the stated goal. And it's succeeded, for better or for worse. New systems are still out there but they're very much in the niches. The non-d20 companies that survived did so because they had a big enough fanbase that sticks with them (eg SJG, White Wolf, Palladium, Chaosium) - but even then most of those have branched out into d20 to supplement their income. A lot of companies just dropped their own systems entirely because they could get a lot more sales by converting over to d20. That may suck, but that's the market for you.
IMHO if this can be done with a wargame, it ought to be possible with Traveller, but it requires careful thought and implementation.
I think wargames are a somewhat different market to RPGs. For starters you don't have a single 'uber-system' that is Open Content in wargaming. Comparisons between the two aren't really all that valid, any more than comparing CCGs with RPGs or Wargaming with LARPs. They're very different markets.