M
Malenfant
Guest
Let's see, GURPS Space 3e.Originally posted by Jeffr0:
[QB] Gurps Space is a great product for what it does. It may be derivative of classic Traveller, but it does not "do" what the classic LBB's did. If you don't understand this then there's no way that you can understand the need for T5.
CH 1: Creating a Universe. CT gave no guidance on this whatsoever. And yet this is a critical part of coming up with your own scifi universe, which is what CT was supposed to have allowed you to do (In fact, IIRC all CT did in this regard is say "read some scifi books").
CH 2: Choosing Technology: Again, CT didn't give any assistance in this regard. It gave you a pre-set bunch of technologies, but the only time anything in Traveller came close to giving a GM ALL the options was FF&S, which was a TNE product.
CH 3: Characters. Well, CT does that at least. Though it gives you a limited range of mostly military options, all randomly determined.
CH 4: Gadgets/CH 5: Weapons/CH 6: Medicine: CT provides a limited selection in Book 3 (I think?).
CH 7: Environments: Don't recall CT ever having anything as detailed as this.
CH 8: Starships, CH 9: Space Combat: CT covered that in Book 2 and 5.
CH 10: Stars and Worlds: CT covered that in book 6. But in nowhere near as much detail, and much less realistically.
CH 11: Civilisations: CT has precious little about actually making alien societies.
All of the chapters in GURPS Space are useful sources of information to make a scifi background. But CT misses out some really critical stuff - not least of which is HOW TO COME UP WITH YOUR OWN SCIFI BACKGROUND.
No matter what you may think, CT was originally designed to allow GMs to come up with their own scifi backgrounds (albeit within a very limited framework provided by the tech and society assumptions implicit in books 1-3). It got mired in the 3I background later on, but that doesn't change the original purpose.
GURPS Space also is designed to allow GMs to come up with their own scifi backgrounds, but unlike CT it gives you all the core information you need to do it (and you can use GURPS Aliens or Uplift or Ultratech etc for the other aspects).
So I'm kinda curious to see what you think CT was supposed to be or what it was supposed to allow you to do. And what you think the point of a T5 would be, if not this.
Interesting. So you'd sell a game that you enjoyed playing just because it wasn't current anymore? I don't get that. CT isn't being actively supported by FFE today anyway though.If the CT Reprints weren't available I'd probably have ended up putting my Traveller collection up for sale on ebay and telling people not to bother.
You don't know that. SJG might pull out before T5 comes out, true. But then Marc might just pull all the licenses when it does come out too.And if GT shuts down it won't be because of T5.
Why? Most other games only have one option. You're spoiled enough with Traveller's two active ones and several previous editions available on Drivethrurpg and the CT reprints. Why the heck do you need even more??And I liked the eighties. I'd like more options on the table than just GURPS & D20.
If Marc pulls the licenses to give T5 more of a chance, this will not be the case. Granted, we don't know that he will yet, but I'm finding it hard to see why he wouldn't do that. Why would he come up with a new version of the game that everyone would probably just end up ignoring in favour of better alternatives?And if T5 is as big a disaster as you say it is, then GT and T20 will pick up and move on and not be affected by it after it tanks.