I've been thinking recently what products I'd like to see in a hypothetical T^5 line, and looking back to this thread realized I'm pretty close to Marc/Avery's proposed line, with a few alterations. Please note that this is my 'Ideal dream-line,' I make no claims towards realistic costs, feasability, or marketability:
1) Traveller: Core rulebook, essentially consisting of a revised CT Books 0-7 (or, rather, MT + Ref Companion), including all necessary rules for play, but very light on background except by way of examples and 'flavor' text. Hardbound, thick (300-400 pp); professional design and layout with color illos on glossy paper, traditional stark black cover with color dust-jacket (like The Traveller Book); including a CD with software automating many of the mechanical processes and a link/sample to something like GRIP to let people play online. Presumably a CD-less version would also be available.
1a) Traveller Starter Edition: A quick-start edition of the game, including simplified rules for char-gen, combat, and tasks, and a couple of sample adventures; something that anyone could sit down and understand in a single evening. Softbound, thin (32-48 pp), b/w illos, cheap!
2) Imperial Encyclopedia: Introducing the OTU setting, history, races, and milieux, providing enough info to allow campaigns in 3 different eras: the Early 3I (circa 200), the Classic 3I (circa 1100), and the Future (circa 1300). Hardbound, thick (300+ pp); b/w illos with color sections illustrating races, uniforms & insignia, etc (like a real encyclopedia). Including a CD with searchable Library Databases by era.
3) Imperial Grand Survey: Maps and data for every sector on the original 1979 Charted Space map. Detailed UWP info and Library Data (bug-checked and modeled for logic and consistency) for the 49 sectors of The Imperium (from the MT-era maps); Atlas of the Imperium-style position maps for other sectors. Including UWPs for Imperial 1st & 2nd Surveys and guidelines for adjusting the numbers for other Eras. Hardbound, thick; b/w (minimal artwork) with full-color poster-sized map of Charted Space (with pixel-sized system placements). Including CD with database of UWPs for all systems (including those not detailed in the book itself).
4) Technical Architecture: Super-detailed Gearhead design sequences for everything including the kitchen sink, as well as all manner of alternate-universe technologies (mecha, warp-drive, matter transporters, FTL communicators, nanotech, etc). Hardbound, thick, technical-schematic drawings but no real illos, looking like a college engineering textbook; including a CD with software automating the design sequences.
5) Compleat Book of Gear: Sears-catalog type book chock full of weapons, vehicles, ships, miscellaneous gear, lifestyle info, and flavor text divided by TL from 5 to 16+. Softbound, thick (200+ pp), color illos on glossy paper, like a store catalog.
6) Compleat Book of Characters: Advanced options for character generation, including Book 4-7-style extended sequences, details for pre-career childhood, sample homeworlds, contacts/friends/enemies, advantages/disadvantages, and all manner of other trivia to keep players busy and add color to campaigns. Softbound, 64-128 pp, b/w illos; possibly including a CD automating some of the mechanics.
7) Adventure 1 - The Epic: Detailed epic-style campaign game (in the tradition of The Traveller Adventure) which can keep a group occupied for months and at the end they feel like they've really accomplished something. Softbound, thick (200+ pp), b/w illos but including cool player handouts and probably a poster-sized foldout of some kind.
8) Adventure 2 - Anthology: Similar in size to Adventure 1, but with a dozen or more short adventures rather than one huge one. New anthologies could be produced for each Era, or each style of game (Mercenary, Free Trader, Diplomacy, Scout, etc).
Games:
Snapshot (small scale man-to-man)
Striker (moderate to large-scale man-to-man)
Mayday (small to moderate size ship to ship)
Theater of War (strategic scale, compatible with Imperium)
All of these games would be dual-format, including the necessary rules and parts to play on a tabletop, but also including software to play on a computer, either solitaire or online.
Sundries:
Imperial sunburst Traveller-dice
Traveller miniatures (to-scale ships, 25mm characters, 15mm (or smaller) troops & vehicles)
Fiction (novels and/or anthologies)
Hats, t-shirts, patches
Coffee-mugs, mousepads, binders
Posters, calendars
etc.
Combined with the adaptable material from GT and T^20, as well as other theoretical Trav-licensees (each of whom could be given an Era, like the original CT sector-grab), we'd have as much Traveller as we'd ever need.
Now all we need is someone to finance, and people to write and/or code all of it. Coming up with pie-in-the-sky ideas is easy, executing them's the hard part. After all, the proposed T4 line from early '96 looked a lot like this.
1) Traveller: Core rulebook, essentially consisting of a revised CT Books 0-7 (or, rather, MT + Ref Companion), including all necessary rules for play, but very light on background except by way of examples and 'flavor' text. Hardbound, thick (300-400 pp); professional design and layout with color illos on glossy paper, traditional stark black cover with color dust-jacket (like The Traveller Book); including a CD with software automating many of the mechanical processes and a link/sample to something like GRIP to let people play online. Presumably a CD-less version would also be available.
1a) Traveller Starter Edition: A quick-start edition of the game, including simplified rules for char-gen, combat, and tasks, and a couple of sample adventures; something that anyone could sit down and understand in a single evening. Softbound, thin (32-48 pp), b/w illos, cheap!
2) Imperial Encyclopedia: Introducing the OTU setting, history, races, and milieux, providing enough info to allow campaigns in 3 different eras: the Early 3I (circa 200), the Classic 3I (circa 1100), and the Future (circa 1300). Hardbound, thick (300+ pp); b/w illos with color sections illustrating races, uniforms & insignia, etc (like a real encyclopedia). Including a CD with searchable Library Databases by era.
3) Imperial Grand Survey: Maps and data for every sector on the original 1979 Charted Space map. Detailed UWP info and Library Data (bug-checked and modeled for logic and consistency) for the 49 sectors of The Imperium (from the MT-era maps); Atlas of the Imperium-style position maps for other sectors. Including UWPs for Imperial 1st & 2nd Surveys and guidelines for adjusting the numbers for other Eras. Hardbound, thick; b/w (minimal artwork) with full-color poster-sized map of Charted Space (with pixel-sized system placements). Including CD with database of UWPs for all systems (including those not detailed in the book itself).
4) Technical Architecture: Super-detailed Gearhead design sequences for everything including the kitchen sink, as well as all manner of alternate-universe technologies (mecha, warp-drive, matter transporters, FTL communicators, nanotech, etc). Hardbound, thick, technical-schematic drawings but no real illos, looking like a college engineering textbook; including a CD with software automating the design sequences.
5) Compleat Book of Gear: Sears-catalog type book chock full of weapons, vehicles, ships, miscellaneous gear, lifestyle info, and flavor text divided by TL from 5 to 16+. Softbound, thick (200+ pp), color illos on glossy paper, like a store catalog.
6) Compleat Book of Characters: Advanced options for character generation, including Book 4-7-style extended sequences, details for pre-career childhood, sample homeworlds, contacts/friends/enemies, advantages/disadvantages, and all manner of other trivia to keep players busy and add color to campaigns. Softbound, 64-128 pp, b/w illos; possibly including a CD automating some of the mechanics.
7) Adventure 1 - The Epic: Detailed epic-style campaign game (in the tradition of The Traveller Adventure) which can keep a group occupied for months and at the end they feel like they've really accomplished something. Softbound, thick (200+ pp), b/w illos but including cool player handouts and probably a poster-sized foldout of some kind.
8) Adventure 2 - Anthology: Similar in size to Adventure 1, but with a dozen or more short adventures rather than one huge one. New anthologies could be produced for each Era, or each style of game (Mercenary, Free Trader, Diplomacy, Scout, etc).
Games:
Snapshot (small scale man-to-man)
Striker (moderate to large-scale man-to-man)
Mayday (small to moderate size ship to ship)
Theater of War (strategic scale, compatible with Imperium)
All of these games would be dual-format, including the necessary rules and parts to play on a tabletop, but also including software to play on a computer, either solitaire or online.
Sundries:
Imperial sunburst Traveller-dice
Traveller miniatures (to-scale ships, 25mm characters, 15mm (or smaller) troops & vehicles)
Fiction (novels and/or anthologies)
Hats, t-shirts, patches
Coffee-mugs, mousepads, binders
Posters, calendars
etc.
Combined with the adaptable material from GT and T^20, as well as other theoretical Trav-licensees (each of whom could be given an Era, like the original CT sector-grab), we'd have as much Traveller as we'd ever need.
Now all we need is someone to finance, and people to write and/or code all of it. Coming up with pie-in-the-sky ideas is easy, executing them's the hard part. After all, the proposed T4 line from early '96 looked a lot like this.