• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

What was wrong with CT?

Geaheadism is not good for the future of the game system.

That is my fundamental point. It is evident in looking at the various geahead vs non-gearhead systems out there:

Gearheads are a scant minority, and in the few system which support gearheadism, they stifle the less gearheaded. They are also excessively vocal. They tend to be simulationists; very few games these days are simulationist. Simmulationism is relatively rare, and the few games that truly support it are not the major engines. (exception to GURPS, though there are some who argue it isn't a major system. Those persosns need to actually look at the numbers outside D20/D&D3E.)

I'm not suggesting that Shere nor his ilk give up simulationism; I am suggesting they switch to GURPS, as GV is a better simulation, and won't get in the way of the less simmulationist needs of the majority of Traveller players. (Yes, boys and girls, I just endorsed GURPS. Yes, I'm feeling ok. No, no funky meds nor beverages. Just, please, don't make ME play it.)

Looking on the nets, there are more HG designs than anything else from the Traveller rules. If one looks around here, it would seem that FF&S would be the most common; I've not seen suppport for that.

T20 is a good methodology: Simple and useable design sequences where every system-generated detail has some effect upon play in rules. Lots of detail can be added and be consistent... the detail need not be generated bottom up, and in fact, a top-down detail adding solution allows GM's to ignore and replace extraneous details.

That Shere is exemmplary of the problem type troubling for him. He wants a system with similar or more detail than FF&S. Generating such detailed systems is problem for the designer; 70-80% of FF&S is extrapolatory in nature, and 5-10% is pure invention.
The remaining 10-25% is real world adaptable. That core (In FF&S1, I'd put it about 15%) contains many badly broken bits; oen can't recreate a modern tank, nor a modern car, with the system and coem up with accurate stats. Nor can one do the same with TL5-6 WWII/Korea era designs.

Given that the core is badly broken, the extrapolations are worse; they are predictive of advancements from the core's entries.

Now, with T20's system, I have enough slop room to make it work like a tank, and yet, since it's not detailed enough to cross check against modern designs, it merely needs to look and act like a tank. This is good not only as an anti-whining-simulationist tool (I've encountered some who complain about the rolling speeds of M1A1's as listed in T2K... never play T2K with active duty tankers...), but also as an anti-muchkinism tool.

Traveller needs a consistent Technical Architechture. I just don't think FF&S is it, nor is any similar system.

The OTU needs to be replaced with something that works with whatever the T5 rules are.

I've said it before, and will say it again: T5 needs to reset canon to include ONLY T5, and needs to say so in clear wording in the rulebook. Said new setting needs to be redeveloped to match to the new TravTechArch, TravSystArch, and Combat Rules, not to match prior canon.

TNE ALMOST did this, then GDW waffled, Lied, and Waffled some more. I understand why Dave did what he did, and even why Frank, Loren and Marc did as well... but they chose to tie it to the OTU of before. It schismed the player base worse than separate settings would have.

T5 must reach new players. It's tech arch must be simple enough for novice gamers, or T5 is doomed from the start. RObject's Bk2 revisions, or T20's HG revisions, would be a good level of detail for expanding the franchise. A new FF&S-level system wouldn't. FF&S nearly requires electronic assistance to use: if one goes that route, one needs a good, multi-platform, robust toolset for using it, at which point its no longer useful on the fly.

I have found that if I let novice players actually see FF&S, they generally cease to be players rapidly. It's scary stuff, and produces unrealistic results due to bad core data; on top of that, it's hard to use.
 
Originally posted by Aramis:
That is my fundamental point. It is evident in looking at the various geahead vs non-gearhead systems out there:

Gearheads are a scant minority, and in the few system which support gearheadism, they stifle the less gearheaded. They are also excessively vocal. They tend to be simulationists; very few games these days are simulationist. Simmulationism is relatively rare, and the few games that truly support it are not the major engines. (exception to GURPS, though there are some who argue it isn't a major system. Those persosns need to actually look at the numbers outside D20/D&D3E.)
Okay.
1.) Gearheading is only applicable in SF games, and only in certain types of SF games at that. Of course there is no gearheading in CoC. The general activity of which gearheading is a subgroup, namely number-crunching design work, is fairly common. D&D, in some groups, practically revolves around this. GURPS, which involves quite a lot of gearheading depending on genre, is fairly popular.
2.) That gearheads are a "scant minority" among Traveller players is an unproven opinion.
3.) That catering to gearheads, with an optional design system, should somehow "stifle" non-gearheads is unproven and illogical. If you don't wanna design, just use the equipment catalogs just as in every other game.

I'm not suggesting that Shere nor his ilk give up simulationism; I am suggesting they switch to GURPS, as GV is a better simulation, and won't get in the way of the less simmulationist needs of the majority of Traveller players.
4.) You have no reason to assume you speak for a majority. No, a quick poll where a whopping 50 players support your opinion doesn't change that.
5.) GURPS is non-metric and many players do not like it, for this and other reasons. For me, personally, it's too rules-heavy (in play!)

That Shere is exemmplary of the problem type troubling for him. He wants a system with similar or more detail than FF&S. Generating such detailed systems is problem for the designer; 70-80% of FF&S is extrapolatory in nature, and 5-10% is pure invention.
6.) D'uh. It's SF. If there was no pure invention in it, I wouldn't buy it.

The remaining 10-25% is real world adaptable. That core (In FF&S1, I'd put it about 15%) contains many badly broken bits; oen can't recreate a modern tank, nor a modern car, with the system and coem up with accurate stats. Nor can one do the same with TL5-6 WWII/Korea era designs.
7.) That is due to bad execution, not due to the principle. You could do a realistic WW2 vehicle in STRIKER. That FFS produced weird results was, irony of ironies, because it was simplified from STRIKER.

This is good not only as an anti-whining-simulationist tool (I've encountered some who complain about the rolling speeds of M1A1's as listed in T2K... never play T2K with active duty tankers...), but also as an anti-muchkinism tool.
8.) What the hell is the problem with "munchkinism"? I asked before and yet have not received a satisfactory answer: Do Traveller GMs have to pit their designs against each other in contests?

Traveller needs a consistent Technical Architechture. I just don't think FF&S is it, nor is any similar system.
9.) So what? Do you call CT's hodge-podge of design systems "consistent"? No, you probably don't. So that's incontroversible proof that simple design systems cannot be consistent? I think not.

The OTU needs to be replaced with something that works with whatever the T5 rules are.
10.) Why should any problems arise here? Unless you intentionally try to design technology as to be incompatible to the OTU (as with TNE's almost-happened stutterwarp stunt) there shouldn't be any conflict. Jump technology, large starships, anti-grav technology. As long as these remain roughly consistent, the OTU doesn't have to change much.

TNE ALMOST did this, then GDW waffled, Lied, and Waffled some more. I understand why Dave did what he did, and even why Frank, Loren and Marc did as well... but they chose to tie it to the OTU of before. It schismed the player base worse than separate settings would have.
11.) Yeah, that would've been great. It would have made ignoring TNE that much easier. If they had let DGP continue with MT, and instead of making TNE, made an all-new SF game according to their tastes... a man can dream.
Btw, you seem to be praising TNE here. You do realize, that TNE = FFS?

T5 must reach new players. It's tech arch must be simple enough for novice gamers, or T5 is doomed from the start.
12.) Just include the design system that almost all other games include in the basic game: None.

I have found that if I let novice players actually see FF&S, they generally cease to be players rapidly. It's scary stuff, and produces unrealistic results due to bad core data; on top of that, it's hard to use.
13.) It's not for players, it's for GMs. And in any case, nowadays we do have the possibility of computer aided GMing. Why not take advantage of this? IMHO, FFS3 should ship with a CD-Rom containing design software and other goodies.

14.) How about planetbuilding, btw? Is that too complicated as well? Should it be simplified down to Book3 levels? Or even to Star-Trek type: "Planets are there and fit the needs of the story"?

Please realize that not everybody is a rules-light narrativist type. Some of us actually like detail, even if it does not have a "game effect". And one of the major advantages of a FFS-type design system is, that, if done right, it is comprehensive. In MT, you can design basically everything from a small robot, to a million-ton-starship using the same sequence, which in my opinion, is a great advantage.

Regards,

Tobias
 
OK, boys, that's enough - don't make me have to pull this car over (said while waving arm madly toward backseat)!

This is one of the only real divides on this board - Narrativist v SImulationist v Gamist. Though I mostly side with Tobias, I can see Aramis' POV. If you publish it, the actual gamers will buy it - then many of their eyes will glaze over. I think there is a definite happy medium between HG and FF&S for a design level. And, you NEED (IMHO) a design level to allow for creative folks to come up with new modules for the basic design system. I think robject's simplified "background" to his modular system is near that middle ground.

Now, you boys play nice, or I'll have to make one of you ride in the trunk, and the other on the roof rack.
file_22.gif
 
Originally posted by Fritz88:
OK, boys, that's enough - don't make me have to pull this car over (said while waving arm madly toward backseat)!
I'm, as of now, in no mood for condescending meddling for the heck of it.

This is one of the only real divides on this board - Narrativist v SImulationist v Gamist. Though I mostly side with Tobias, I can see Aramis' POV.
There is no divide necessary at all. Ruleslighters can use given designs and predesigned modules and be happy with it. Gearheads can design it all from the ground up. So what if the gearheady designs yield better performance than the standard ones? My optimized Fighter/Sorcerer/Spellsword in D&D is much more powerful than a bard in a friend's narrativist group as well, and people don't seem to mind. I don't see how powerful designs in other groups take something away from yours, especially if all the details aren't important in your style of play anyway.

Regards,

Tobias
 
one last stab at it....

I see no divisions. Either between narrative-gamist-simulationist, or between very detailed and simplified.

I think we can all agree that the purpose is to have a good story, and there are 3 parts to any story.

Characters and their viewpoints/interactions form the narrative...
The plot goals ( success or failure ) form the gamist part....
the desciption of the setting forms the simulationist part ( simulating a game universe ).

The only thing that matters is how much of each part you like to have...a sliding scale. All the rules do, is keep the interactions between characters and the universe consistant so noone can say "nyahh nyahh nyahh, you missed me". And to a certain degree, even that is simulationist...simulating actions that our experiences say can happen. A rpg should be able to fit somewhere along the majority of this sliding scale and allow differing styles of play.
------------------------
There is no real difference between detailed and simplified, either. For example..build a ship with a turret and a laser. Pick it off a list. Done.
--or--
Design the laser from detailed rules...if you want to. You don't have to, but you could, if you wanted to. But let the basic lists of lasers be built in-house from the detailed rules ...everything stays consistant that way.
The same basic idea can apply to any design. Have a basic list, but all built with a consistant underlying system. As I've stated before, most detail is transparent to the rules. "Laser has x pen and y damage"....noone needs to know the lens size or power input or beam wavelength at game time...just the game effects if it hits.

this system could even be made somewhat modular, with different assumptions for non-OTU games even. Don't like how power plants are figured? Here's another method.....
As long as masses, volumes, inputs(fuel), outputs, and costs are consistant across the board, it'll fit without modification. *That* is the bridge between complexity and simplicity. Simple method is to pick from list...complex method is to 'design' a powerplant based on materials and fuels used and efficiencies related to tech level. As long as both give mass,volume,fuel in and power out results, both will fit equally well.
If the numbers and equations used for both are based on the same, or very closely similar assumptions, the end results will be consistant with each other.
I say to have much optional detail with the ability to handle more-than-average complexity simply to cut down on the need for myriad house rules.
---------------
Totally seperate the setting from the rules. Forcing play in a tightly scripted Imperium with all its warts and bumps stifles more than any ruleset ever could. Keep it going, sure...but make the rules useful for games away from OTU.
One of the best parts of FFS1, in my opinion, was that it included optional tech ideas that veered from the Imperium standard.

Making the rules 'setting independent' would do more to bring back the spirit of the LBB's than anything. Regardless of what rules are actually settled on.

Aramis: btw..I tried Gurps back first edition... it almost reminded me of TFT, but not as fun. Didn't scale up nicely beyond hand-hand combat in my opinion. Good basic system crushed under massive amounts of 'chrome'....MT is better for play.
 
Nice in theory, Shere, but if TNE and T4 are any guide, your optomism about it is WAY unjustifiable.

Net result in TNE: Many people simply would not build designs, since streamlining needed numourous concessions to the underpinned detail levels.

Net result in T4: THe ideas begun in TNE resulted in 3 levels of detail; 90% of the designs I saw were either obvious FF&S, or were credited FF&S. THe clearly SSDS or QSDS designs were clearly not comparable.

(to address comments in the other thread) Yes, it's possible to have bad and good designs in any system of design. I've yet to see a QSDS design that wasn't significantly better by not having the abstraction layers, and redoing it as a FF&S design. More, people often made veiled snarks about the quality based solely upon the detail levels.... again, it drove people away from the design side.

Bad results, at least for a potential T5.

It's all based upon major extrapolations, and humongous guesses. Taking the detail level below a certain point is counterproductive; it defeats simplicity, and it defeats realism. Further, in adding complexity, it precludes the casual GM from making new designs.

Add to this that if the underlying details exits, there will be rules lawyers demanding they be used. Those types should be ignored, but all to often can not be ignored for reasons politic.

In looking at T5, whcih is what the area is about, such a detailed underpinning is either a waste of time, or a prevention of reaching new players and GM's.

To be honest, neither Shere, Tobias, Myself, Robject, nor anyone on this board matter one F'ing bit: we're not a good audience if MWM is trying to create a new "mainstream traveller." Yes, you heard me. You, Me, We DON'T MATTER.

What matters is sales, and expanding the market.
T20 did that. GT did that. TNE, T4, really, didn't. Each found a smaller market than the prior Edition, just as MT had done.

Game designs overall, throughout the market, are moving towards a more narrativist approach or a more gamist approach. Detail is simulationism in most cases; opposite to the juncture of gamism and narrativism.

Traveller needed to focus away from a GSN-Neutral-point approach. TNE didn't, and found a niche, but not a big nor terribly happy one. T4 likewise tried to stay in that neutral point, moving a bit away from narrativism... and a good bit away from the market demand.

T5 needs to actually make a new niche; us grogs really are not likely to give it a fair shake no matter what, and each of us iis unlikely to matter for the long haul. Either MWM will find a new niche or not; if not, T5 will be no more than a splash & sink.
 
well...I've stated my ideas for what I'd like to see. I'm not holding my breath that I'll ever see something like that published, so I will have to do it all myself. And unlike T5, I won't care if it is widely received ( or even looked at ) so long as I am happy with what I do.

Nor am I tied to any canon, which I see as a bigger problem. Traveller has become synonomous with the canon setting and any rules that are made will be expected to fit the canon that has already been written. That would mean including a good deal of ridiculous stuff ( imho ). Gamers that know of Traveller will demand it...or else they will deride it as much as TNE was derided. New gamers will most likely learn of Traveller from people who already play it with set expectations as to what the setting is like. It would be very difficult to come up with new exciting gaming systems that remain true to the setting as it exists now, and that are good enough to make folk part money for it. All versions are limited by the setting now. A new system won't matter any more than it did the last 5 times. Maybe it might be better if the new game focused on a subsector or a sector at most, and forgot to describe the Imperium except as a big influential polity a long ways away. More like a small pocket empire sort of thing. Or perhaps the setting could be the during the long night and emerging explorations ... the dawn of humanitii.

just keep the setting seperate from the game rules.
 
These guys look like they're on the right track:

http://www.fierydragon.com/tunnelsandtrolls/index.htm

I don't even like fantasy games and I want it!


Traveller could produce a fair Characters & combat book to put in a tin like that. (I'm thinking a CT+ style system as is being discussed in the CT board.) Include a deck plan map and some Snapshot type counters.... A CD could include software for doing the Book III type stuff. Heck, you might even include PDF's of a couple dozen key LBB's!

Book II could be done as a seperate tin with counters, map, and dice... with a CD with ship design tools on it.

Both boxes would advertise this in bold:

"NO OTHER BOOKS REQUIRED — Everything you need to play is included in this box."

Yeah.

I think these guys have it.
 
I've caught some major points from the last bunch of posts.

From Fritz -- clever boy that he is -- a revelation that Marc also knows: the rules define the game boundaries. General players work from within the system. Most people should be playing the game.

From Aramis, the belief that the game as a simulation can't be meaningful below a first order of approximation. The obvious conclusion is that any detailed design needs to serve the simpler design, and not the other 'way 'round. His plain-as-day observation that High Guard designs abound and have been actively produced from 1981 to today, while FFS2 (for example) designs existed almost exclusively in a handful of posts to the TML between the years 1997 and 1998, proves his point. Note that even Book 2 designs are still being made, though probably less frequently than HG.

Finally, a general observation. Aramis is right: we grognards don't really count. And even Marc is a grognard, and I think he knows it. (When was the last time he played Traveller?)
 
Originally posted by robject:
His plain-as-day observation that High Guard designs abound and have been actively produced from 1981 to today, while FFS2 (for example) designs existed almost exclusively in a handful of posts to the TML between the years 1997 and 1998, proves his point.
Ahem.
MegaTraveller designs are plentiful as well, and MT had fairly complex design rules. However, the MT design sequence, as far as presentation and organization go, was neat. If they hadn't dumbed down some crucial things too far, and had more rigidly unified HG and Striker, it would have been perfect.
You can actually also find quite a lot of FFS1 and FFS2 designs on the net, as well as GT ones, when you're looking for them.

Regards,

Tobias
 
MT designs come from, essentially, a few very prolific sources, and a handful of dabblers; one of the largest single author collections was Rob Dean... over 200 MT designs...

MT designs as a rule were just complex enough to engender massive errors... many of my XBML design posts came in 3's... a draft, a second with corrections based upon feedback, and a third correcting the math errors for erratta not being in all my RM's.

MT was laid out well, but wound upp being necessarily iterative on power and fuel; this is NOT a good thing. Of course, MT is the only design sequence that allows you to make a 3J4 capable design...
 
From Tobias

However, the MT design sequence, as far as presentation and organization go, was neat. If they hadn't dumbed down some crucial things too far, and had more rigidly unified HG and Striker, it would have been perfect.

I am a huge Megatraveller fan since '87 and am currently running a weekly campaign set in the Solomani Rim.

I cannot agree with this assessment of the MT ship design system. In my opinion it is a nightmare. I do like the technical aspects of the game but wouldn't consider myself a gearhead. From my perspective there were three serious flaws:

1. Enormous, almost unforgivable errata. Even working on a design now, with all the fixes it is still a painful process to lay the two side by side and put together a design. Reading through the later Traveller Digests and Megatraveller Journals there seems a non ending stream responses from JF to querists along the lines of 'oops, sorry that table should have read 0.005 instead of 0.05' or 'yeah the values got inadvertantly swapped during production' - look at Fighting Ships of the Shattered Imperium to see the results.

2. Complete lack of a tutorial - this was an amazing oversight on MWM and JF's part and I still can't fathom why it wasn't put in. For the Traveller enthusiast it probably wasn't needed - for the mainstream gamer this was particularly unhelpful. I know Traveller very well at this stage but I had to ask for help on these boards when I went back to MT ship design this time last year. The examples that were posted were invaluable (but almost 20 years too late)

3. The design system itself is TOO DETAILED. Something like LBB2 should have been put into Megatraveller and the extended craft design released as a supplement. It simply takes too long to design a craft if you're a GM and you have lots of other design work to do. For the mainstream GM MT Design was not 'dumbed down' it was 'utility down-ed'.

GDW and DGP KNEW WELL that they had a mistake early on - DGP took steps to fix it with articles in TD - examples of Ship Design ('look how easy it is to design a 75,000 cruiser ! )and further examples of ship combat but the sad truth is that in this regard MT was (and still is) a disaster.

But how I do love MT (warts and all) none the less.

RR
 
MT is Classic Traveller Plus. It brought umpteen-jillion rules fixes and improvements to the game, and brought all previous rules and resources together into three books. That's a good thing. I will always have a copy of the Imperial Encyclopedia.

I believe MT was also a design nightmare. I suppose that's a consequence of bringing HG and Striker together. A solution that would make it usable for me, however, requires re-scaling the system and Book2-ifying it to some extent, which of course is very difficult to do.
 
Another couple of things: the cost of most ship components (the jump drive I can understand, and maybe the manuever and power, but the rest? Puh-leeze!) and the lackof refined fuel at C-class ports (why not just say that there's an even chance that a C-class port has at least a refinery?).
 
Originally posted by Aramis:
MT designs come from, essentially, a few very prolific sources, and a handful of dabblers; one of the largest single author collections was Rob Dean... over 200 MT designs...
I have quite a collection here myself. Hand-written data on graph paper. Those were the days...
In any case: Besides the great Dean and Kellogg archives, you'll also find many MT elsewhere. Just do a google or webring search.

MT designs as a rule were just complex enough to engender massive errors...
I dunno. With current computer-aided design, it should be easy enough. Works for STRIKER, which is actually more complex than MT.

MT was laid out well, but wound upp being necessarily iterative on power and fuel; this is NOT a good thing. Of course, MT is the only design sequence that allows you to make a 3J4 capable design...
The PP fuel consumption was just insane. And the merging of HG and Striker wasn't very well done. And of course the massive errata sucked. But that's MegaTraveller for me: An endless string of "That might have been so cool"s.

2. Complete lack of a tutorial - this was an amazing oversight on MWM and JF's part and I still can't fathom why it wasn't put in. For the Traveller enthusiast it probably wasn't needed - for the mainstream gamer this was particularly unhelpful. I know Traveller very well at this stage but I had to ask for help on these boards when I went back to MT ship design this time last year. The examples that were posted were invaluable (but almost 20 years too late)
MegaTraveller was the first design system I really sank my teeth into, and I didn't have many problems. The "heavily annotated table" form, arranged into clearly comprehensible sections, rubbed very well with me.

3. The design system itself is TOO DETAILED. Something like LBB2 should have been put into Megatraveller and the extended craft design released as a supplement. It simply takes too long to design a craft if you're a GM and you have lots of other design work to do. For the mainstream GM MT Design was not 'dumbed down' it was 'utility down-ed'.
MT was, at heart, no more complex than HG and STRIKER, its parent systems. For vehicle design, it was actually considerably less detailed than STRIKER (and so was FFS, btw.)

And my opinion regarding LBB2: It is, in concept, a dead end. It is severely limited by its basic assumptions. LBB2 allows only little more flexibility than, say, STRIKER's helicopter design sequence. A system operating with a limited number of fixed-value components is inherently inelegant and inflexible compared to a system operating with universally applicable parameters.

Regards,

Tobias
 
Look, I know every Traveller ship design has been used and preferred by at least one person each. Greg Svenson did 100+ designs for T4 using Andy Akins' spreadsheet, for example. Charles Hensley did one MT, one TNE, and two T4 designs, but nineteen CT/HG designs. Likewise "Joseph's Designs" are mainly CT (2 MT, appx 74 HG). Antony Farrell did over 100 designs for MT.

The point is that perhaps we should see if we can draw inferences from what's out there right now.

Project: write a script (probably in Perl) which dragnets the web for Traveller starship designs, indexes and catalogues them, then builds a page of counts and hyperlinks. It's probably easy to Google for starship designs, and nearly trivial to recognize the difference between each design.

It may be inconclusive data, but at least it's data, and if we're arguing about SDSes instead of designing ships then we'd better do something else more constructive.


And yes, LBB2 is only a subset, and can stand to gain from some of the neat toys developed since it was published; however, it does represent off-the-shelf modular components available for building standard small ships. More detailed systems are required for very large ships and military ships; but that doesn't mean standard ship design requires Fire, Fusion, and Steel. What it does mean is that any more detailed system is responsible for ensuring compatability with a standard, off-the-shelf modular system, just as advanced chargen tries to be compatible with basic chargen, or solar system generation expands on mainworld generation. The greater exists to serve the lesser.
 
Any new edition needs to be fundamentally playable.

An MT design takes not terribly long for me (2-3 hours), but far more than a T20 or HG design (0.1-2.0 hours). FF&S designs usually take 2-5 hours for me.

And I've been using automation the whole bleeding time... I've had Appleworks spreadsheets since 1985.

But automation is USELESS IN GAME if the time taken is beyond 15-20 minutes.

Besides, few groups actually use computers in play unless playing by net. And that is not terribly likely to change much; computers provide a major distraction. (I'm thinking, however, a Palm Bk 2 might be nifty. Fast, and efficient. I just don't happen to like Bk 2 fuel formulae.)

And Tobias: MT PP fuel rates are HG PP Fuel Rates, mostly. You don't multiply fuel consumption by Scale Efficiency, so once you cross the SE breakpoint, it's not that bad.
 
I know you smart guys can fix this with all the current ship design threads I'm following

It won't be canon, but it could be CT+ canon ;)
I like the sound of that...
 
Back
Top