Originally posted by Bhoins:
[QB] The Deckplans are out there. All you have to do is look for them. There is a Deckplans webring and a Deckplans Yahoo group. And while I am sure there probably as many plans for Star Wars and Star Trek, that would be about your only choices in terms of getting close to volume available for Traveller.
I suspect you still over exaggerate when you say there are "thousands" of different deckplans. I've seen the Deckplans yahoo group and it didn't have THAT many in its archives.
As for being aware of other systems. I have seen them. GURPS never impressed me, but I will admit that it has been a while since I looked at it and I have never played it.
The Hero System, yes I have played their modern espionage version of the game, again it has been a while and I wasn't impressed with it either.
Whether you're impressed with them or not is not the issue. Fact is, they're there, and they are much more useful for creating a sf background than Traveller is because they're more versatile and adaptable.
Why would giving me so many choices for running a Traveller campaign, in the OTU, either in distance, or time, or both be a drawback? Especially for a newbie? Just because there are choices doesn't mean a newbie has to use all of them at once or even be aware of all the different settings.
Because there's no point in having the overarching OTU background then, is there? If all you're going to do is ignore it and make your own thing, you don't NEED the OTU there or any of its assumptions.
If I want to run a campaign in the early 1100s in the Spinward Marches and you want to run a campaign in the Gateway sector in 998 and someone else wants to run a campaign in the Solomani Rim in 1248 and we are all using Traveller and this newbie happens to find and want to play in all three campaigns, how is that a bad thing? How would that scare off a person from playing in the first place?
Because he wouldn't do that. He'd be much more likely to play in one campaign. And he'd have to find a group that is playing what he prefers. And if he can't then he's either going to have to change his preferences or start his own game which he's going to have a lot of trouble finding players for (unless he somehow persuades a bunch of new people to try it out).
So please, explain to me how having more choices is bad?
For all those choices, people sure seem to have a hard time finding players. Because one group is playing CT, another is playing GURPS Traveller, and another is playing IMTU, and you're interested in playing T20. And you ain't going to find all those groups in your vicinity anyway.
You have, apparently, a problem with Traveller. YOU, by your own admission, DON'T PLAY and YOU DON'T GM.
Oh yes, I forgot that makes me inferior somehow, doesn't it.

Never mind that I've written a fair amount of material for the line (some of which has actually been published), know the background inside out, and have been running and playing in a wide variety of RPGs for over 20 years. Plus I have actually used the game to create parts of my own background (see below). I probably know a damn sight more about the game than you do.
My "problem" with Traveller is largely with its "fans" who don't want to see it change. It's clear from the rpgnet thread that this is largely why the game doesn't interest new people.
What did someone decide they didn't want you participating in their campaign so you hold a grudge?
Not at all. But in all my years of gaming, I've
never actually met anyone who played Traveller, and I never met anyone interested in it at any of the university gaming clubs I've been to every week for the past decade.
I've got some of the CT adventures and the DGP early adventures, and I tried running one (Antiquity) at school years ago, and I find them to be generally dull and unexciting, and EVERYONE - myself included - was bored to tears with the adventure I tried to run (what can I say, it looked like a fun game to start with, but then just nosedived into terminal dullness). I haven't really seen any Traveller adventures since then that were any more interesting (except in TNE).
Get a copy of your favorite set of rules. I would guess GURPS but I would recommend T20, find some people that would allow you to GM a game, though with your abrasivve personality I think that would be difficult no matter what game you wanted to run, and spend a while setting up a campaign and run one.
Resorted to direct personal insults now, have we? How pathetic.
FYI I just finished running a successful Wraith campaign, so you'll forgive me for saying "Screw you".
Once you have done that, gotten a feel for actually using the system, instead of complaining how the system appears to work then you might have a leg to stand on in terms of why people might not want to get into Traveller instead of inferences and anectodal evidence.
Who's being abrasive now? You think I don't understand how the system works in Traveller? Frankly, I'm probably in a better position than you to understand why people don't want to get into Traveller, because I don't find the pre-collapse OTU particularly interesting as a game setting myself and I can sympathise with their reasons for not liking it. In fact, given a choice, I'd enjoy playing in any other scifi setting than the pre-collapse OTU, precisely because it's so outdated, dull, rigid, unrealistic, and inconsistent.
Otherwise you are at the point of being a waste of bandwidth.
Don't like it? Don't read it.