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Why don't new people play Traveller?

  • Thread starter Thread starter Malenfant
  • Start date Start date
First posting.

I wanted to read all your thoughts before leaping in, but can't keep up - here goes -

It is the job of the ref to entice new travellers with the pure joy of the novelty of our game.

Do you not recall the first time you played? You may have been curious about the political background, but what you really wanted to do was try out things - walk off a building with a grav belt on, play with the engines of that starship, be important in the eyes of your chums because YOU were "Black-Jack", pilot-4, and could stand that ship on it's tail and have it scream off on some wild hair idea of how to solve the problem of the moment. OR were willing to risk all your toys to save your mates from a bad situation (so often of their own device!).

Bring the magic, be the facilitator of the wonder, they'll come.

I have played the game for 20 years, it took me this long to find you all, my friends.

Would that we could sit down across the table and throw dice against a hostile universe, tell some wild lies and truths. Til the day, I look forward to reading your thoughts (how very Zhodani of me).

Peace in our Minds, if not in our Times.
 
Why doesn't Traveller attract fresh blood?

Because it has all the appeal to your average youngster of a double maths lesson.

I've always felt that inspite of my unexplainable love for it, Traveller was very much a roleplaying game for mathematicians and scientists, lacking any kind of real colour or spectacular visual appeal. The setting has always been relatively realistic and stayed. Average joes in a big universe. (Someone earlier actually nailed it for me when they said that the ship designs in Traveller had nothing on a TIE Fighter and I totally agree). I always felt that this was a real problem with Traveller's setting but now, having read this (initially very interesting) thread, I don't think so.

To your average youngster, Traveller does not have the immediate impact and kewelness of Star Wars, Star Trek, Warhammer 40K or a myriad other Space Opera settings that are visual first and foremost. What Traveller does do and has done very well since 1977 is fill a specific role in the roleplaying marketplace. It's a roleplaying game for those people who love the science fiction of writers like Heinlein and Asimov and Clarke et al. People who don't want the high-octane wow and pizazz of Star Wars, or the techobullshit of Star Trek. People who want a more rational, realistic universe to adventure in.

Because of this, Traveller appeals to a niche corner of a niche market and will always do so. There will always be youngsters attracted to the feel of the Traveller universe, but in order to appeal to the masses of new players coming into the hobby via D&D3, Traveller would have to become something quite different, and that would be a shame.

Regards

Crow
 
Back when I bought Traveller what drew me to it was the preponderence of material on the shelf in my local gaming store. It was about half the size of the D&D/AD&D section but it was still good sized. Once MegaTraveller hit there was less material for the new setting but it was still good sized section of the store. Today in a game store to find traveller, in a well stocked game store, there are books in the GURPS section and a Book or two, perhaps the GM screen, in the D20 section. It looks like an also ran not a fully developed game in itself. And it is usually relagated to the bottom shelves in the D20 system section with just the spine showing. If you can find it at all!!! The B. Daltons I found it in had in on the lower shelves, just the THB, in the D20 section, in and around Starwars, Babylon5, Buffy, and a host of other also rans.

The TAs and the EAs are good material. Print them, (I think individually would work at least as well.) with their nice cover art. (Use the Screen version.) Print the EAs with the Black cover just like the old days. After all FASA sold tons of books in the Shadowrun series each one with a different aspect of the game and to display all of them they require a section of the game store. It may start as a couple of shelves but it is better than no shelf presence at all or being overshadowed by other games. If you perfect bound them with softcovers put the TAs and the EAs out at under $12, (Personally $9.95 would draw attention.) Put the THB, TPB and Gateway out in quantity. You will attract new players, new markets and get the game up and vital. But the key is to get the game books out there in front of people.

I personally found T20 by accident at that B. Daltons. (And it isn't even my local B. Daltons.) I didn't buy it the first time I saw it because it required a book which had nothing to do with Traveller. (Why would I buy a D&D book to play Traveller? Especially since it doesn't provide enough information to even play D&D!) I have since seen it buried on a shelf at one game store locally. (That game store got my order for the GM Screen but didn't have any in stock.)

This is an instant gratification society. YOU can't impulse buy something if you can't pick it up off the shelves.

To truly become popular for newbies the game has to appear as popular as it actually is. It needs material on the shelves and not just from this website.

Print the TPB (Playtest is done anyway.) and hit the shelves with it, all the TAs, all the EAs, Gateway and perhaps some starship deckplans with Cardboard heros style minis. Offer it to gamestores and bookstores as individual books or as a discounted package for the whole thing (20 copies of the THB and TPB, 15 copies of Gateway and 10 each of the TAs and GAs for example or half that size for a little less discount). Then make reorders fairly easy. Target College towns, initially. (I happen to live near Notre Dame probably one of the reason the area supports three game stores.) Give game stores the initial edge but remember to then go after the big bookstore chains.

I realize this would require a Capital outlay to get things rolling but at least books don't go bad.


Even on Amazon.com the only T20 product available is the THB!!!!
 
Originally posted by TheEngineer:
Perhaps people do not use it as a generic system, because there are just no commercial or non-commercial alternatives to the TU.
I don't know if I've understood what you mean here, but there are at least three major generic scifi systems around - GURPS Space, Star HERO, and D20 Future.

If Traveller is supposed to be generic, it has to compete with those. T20 doesn't have any advice on how to select and run campaigns with different tech or society assumptions, but GURPS Space and Star HERO supply those in spades. Frankly, in terms of what it can be used for, I think T20 doesn't hold a candle to those two as a generic scifi game.

It does directly compete with D20F now though, and in that regard it offers a few things that D20F doesn't - a decent ship design system, a decent world design system (and a chargen system that I don't like but others might see as a selling point). However, D20F has sections on nanotechnology, genetic engineering, cybernetics, mutations, mecha, several types of campaign ranging from postapocalypse to interstellar scifi, and on top of that has a straightforward chargen system that is directly compatible with D20Modern. D20F is much more versatile and adaptable as a generic scifi toolkit that T20 is. That's not to say that T20 can't be used as such, but the presented options are much more limited and the assumed focus is clearly on a specific setting in which to run a broad range of adventures - not a broad range of settings.

The question is whether Traveller - and T20 specifically - can offer something as a generic scifi system that the other games don't. I'm not convinced that it does. What seems to be happening is that QLI are taking the generic elements that do exist in the T20 rules (the combat system and the chargen - the actual game engine) and adapting that for their other settings (2320AD, HH, etc). But they still have to fiddle around with things and tweak some elements to make them work across all those games - this wouldn't be necessary if the game had been set up to be truly generic from the start. That's not necessarily anyone's fault, it's just one of those things that I think comes from hindsight.

I think there is some leeway in saying that T20 should be the core system for all of QLI's games instead of a completely generic sf system (like SilCore is to the DP9 games), but for it to really shine as that it needs to be rewritten with that focus in mind. My fear is that the upcoming Player's Guidebook is going to be a missed opportunity in that regard, because if it's got that specific focus on the OTU then it'd still require lots of tweaking to use in other games.


At the very beginning (then I was young:) ) I tried to set up my own universe. It was just too much work and the project died in a couple of months. So I took existing OTU material.
There still are no real alernatives.
What sort of alternatives are you looking for? There are plenty of other scifi games with existing backgrounds around.


Everything is OTU - more or less - and thats why I perhaps understand (do I?) Malenfant, that Traveller is kind of trapped in itself and we might need a kind of brainwash to be able to think different..
The OTU is a big part of the problem, yes. It seems that people aren't really into that kind of "old school" scifi anymore. I think people want to play around with current ideas - biotech, nanotech, AI - and not old ones. Which is why things like Transhuman Space are getting peoples' attention now, and why I think that TNE:1248 might be able to get the attention of the same market if it's advertised properly.


Nevertheless the ruleset is generic in a way, that you can play a lot of different types of adventure and perhaps even genres, but everything under control of the master OTU.
Exactly
.
 
Originally posted by Soldiurnare:
It is the job of the ref to entice new travellers with the pure joy of the novelty of our game.
[/QB]
That's the problem though. There arguably is no novelty to the game (at least, no more than you'd have in any other new game you play). The default OTU, for all its detail, is a very vague, wide-open setting. You can do a lot in it, sure, but there's nothing to really grab the attention in it. It's very much like D&D (just using the corebooks) in a way - you have this fuzzy background in which adventurers are created and they can do pretty much anything they like in it. The basic premise of the OTU is that you have a big framework that you can fly around in and do stuff in... and despite all the extra detail that's about as specific as it really gets in practise. It's TOO wide-open IMO, and not very focussed.

Plus it's based on concepts that aren't really grabbing the imagination anymore. Shotguns and swords in space may have been great for people who liked 50s/60s/70s scifi, but that doesn't really get people's attention anymore. Like I said, people nowadays tend to be more interested in cybernetics, nanotech, AI, biotechnology... things that are current to today's thinking.

So it's ironic that you talk about novelty, when there's actually nothing really novel about the OTU at all. A good part of why people don't like it probably that it's so cliched and unfocussed.

Again, this is where TNE (and 1248) changed everything. Suddenly you had a background with (a) updated technology and (b) rogue AI flying around, plus a specific focus on what character can be and do. And it was something that hadn't been done before (and AFAIK still hasn't really been done since) - post-apocalyptic interstellar scifi. It presented a completely new take that could attract people - but unfortunately TNE wasn't given much of a chance to do so and was loathed by people who didn't want the old setting to go away. Had GDW released TNE while keeping CT current, maybe things would have been different...
 
Actually you can do the Starwars style space opera, you can do the TechnoBS of Star Trek and you can do both within the OTU! Hell you can even attack that horde of Green skinned, semi-intelligent, humanoid, dark loving hostile aliens (Orks) in a cave system with a Battle Axe.

Granted your X-Wing fighter is going to have serious issues trying to take on that Death Star, err Tigress, but still.... The setting isn't bad, the setting isn't stuck with something because of the OTU, it is in how it is GMed!!!! People, especially those of us oldtimers that have been playing since CT, get stuck in the Merchant or Merc Campaign mindset. But there is no reason why Traveller can't be played with similar scenarios to D&D modules, Starwars, or have the plot elements of a Shadowrun, Swashbuckling, Chasing Pirates, Running the Big Con, Getting Conned, Spying on the evil Zhodani/Hivers/K'kree/Solomani. It is all there all you, as the GM, have to do is weave together the story and figure out where to place it.

So what you have to design a few worlds in between the worlds of the various EAs. Use Heaven and Earth to generate your maps and breath some life into them. If the OTU comes out with a different version of the world you spent time developing, SO WHAT!! You can adopt the changes in the next campaign you start. It isn't like anyone here has been running a continous contiguous campaign for the past 25+ years and managed to incorporate every change along the way. (And if you did and played once a week for 4 hours a week and you started in about 1107 it would be unlikely that your actual Traveller timeline has made it to 1120 yet.
Or from 1200 to 1248.

Lets get real here. Many of us discussing things here are looking at the big picture on how this change or that change might effect the OTU not even their individual campaigns, but if you are actually playing in a typical sized Traveller Campaign you are likely to be playing in only one Sector and while time in Jump Space usually gets written off you aren't playing that often to really have to worry about what the timeline is going to do in 50 or 100 years. And for those of you that are just in here arguing about the game and why it is better to do things one way or another and why the timeline does this or that, look at it from the perspective of a GM, especially a new GM running a typical campaign, instead of someone on the outside looking in, wishing he could play a campaign and have it totally conform to the OTU, (and your interpretation of the OTU vs. mine) in a game with a bunch of Newbies who have to take your word for how the Universe works.

I personally have always played in and GMed in the Spinward Marches. Until recently I had Fulacin as an interesting place to stop on the Spinward Main. Mostly because the combination of TL and Law Level made for an interesting place to buy all sorts of contraband. It was basically an open black market. (Doesn't have much else based on population.) (So how much is that FGMP-14? Can you get that military grade laser installed by next Tuesday?) That was because I never picked up Twilight's peak. Now that I own it the old Fulacin is moved and the one that is in the Book will take its place. (Next time I run a campaign if I ever go back there. I am actually looking for a sutiable place to put it in Gateway now.)
 
Originally posted by Bhoins:
Actually you can do the Starwars style space opera, you can do the TechnoBS of Star Trek and you can do both within the OTU! Hell you can even attack that horde of Green skinned, semi-intelligent, humanoid, dark loving hostile aliens (Orks) in a cave system with a Battle Axe.
But that's the point - you have to do all of that in the framework of the OTU, because Traveller doesn't present the GM with any options to make their own new campaign settings outside of that. It's like it's pretending to be a generic sf game, when all it is a specific sf game that's wide open enough for you to run a wide range of campaigns in.
 
What SciFi have you been reading Mal? One of the most popular Sci-Fi series that isn't based on Starwars or Startrek is the Honor Harrington series. I mean yes they have some cool toys but there is room for other things as well. In "Honor Among Enemies" she uses an M1911A4! In "Flag in Exile" there is a sword fight, not with some vibroblade, not a lightsabre but with Katanas.

What do you mean people don't want to see this stuff? Yes there are FGMP equivalent weapons, yes there are Gauss Wewapons (Pulsers), but there are also AutoPistols, Submachineguns, Knives, Swords, even flintlocks! (Well actually I think they were cap and ball breach loaders but still.)

Mal, you, by your own admision don't play, and don't GM Traveller. You just want to sit back and punch holes in something that works because you feel you can do it better. Well go ahead, do it better. Give us a better storyline, sell me on your gamesystem. But get off the OTU as a reason people don't want to play. It is a good background without dictating to me exactly what is supposed to be here. It lets me GM a Starwars style game, a Star Trek style game, an Honor Harrington style campaign, hell you can even go Dinosaur hunting, it has interesting elements and a history to it. Until recently Starwars had no real history behind it. And even now, with the new movies, still springs from nothingness. The OTU has history that covers over 1200 years in detail and 300,000 years in a bit more sketchy detail. It is huge and it is a good backdrop to play a campaign. But it is just that a backdrop. You want more detail so you can give your game direction OK. Play in the Shanape Linkworlds Cluster. Give your characters no more than a Jump 1 ship and you have your well defined section to play in. Or the Swordworlds for that matter. I am sure if you look you can do something similar with a jump-2 ship if you are willing to do a little work defining that cluster.

Bad background doesn't make a bad game, though the OTU definitely isn't bad background, bad GMs make for bad and uninteresting games.

Originally posted by Malenfant:
</font><blockquote>quote:</font><hr />Originally posted by Soldiurnare:
It is the job of the ref to entice new travellers with the pure joy of the novelty of our game.
That's the problem though. There arguably is no novelty to the game (at least, no more than you'd have in any other new game you play). The default OTU, for all its detail, is a very vague, wide-open setting. You can do a lot in it, sure, but there's nothing to really grab the attention in it. It's very much like D&D (just using the corebooks) in a way - you have this fuzzy background in which adventurers are created and they can do pretty much anything they like in it. The basic premise of the OTU is that you have a big framework that you can fly around in and do stuff in... and despite all the extra detail that's about as specific as it really gets in practise. It's TOO wide-open IMO, and not very focussed.

Plus it's based on concepts that aren't really grabbing the imagination anymore. Shotguns and swords in space may have been great for people who liked 50s/60s/70s scifi, but that doesn't really get people's attention anymore. Like I said, people nowadays tend to be more interested in cybernetics, nanotech, AI, biotechnology... things that are current to today's thinking.

So it's ironic that you talk about novelty, when there's actually nothing really novel about the OTU at all. A good part of why people don't like it probably that it's so cliched and unfocussed.

Again, this is where TNE (and 1248) changed everything. Suddenly you had a background with (a) updated technology and (b) rogue AI flying around, plus a specific focus on what character can be and do. And it was something that hadn't been done before (and AFAIK still hasn't really been done since) - post-apocalyptic interstellar scifi. It presented a completely new take that could attract people - but unfortunately TNE wasn't given much of a chance to do so and was loathed by people who didn't want the old setting to go away. Had GDW released TNE while keeping CT current, maybe things would have been different... [/QB]</font>[/QUOTE]
 
And the problem with that is what, exactly? If you don't like the background write your own. If you don't like the game write your own. Mark, Hunter, Martin and a host of thousands have put lots of time, devotion, energy and love into this Universe, it works well as a backdrop for an SF-RPG. Funny that is what I thought it was! If you want to go play Star Wars then go play Starwars. If you want to be able to play Starwars style scenarios, and hunt Dinosaurs, and get involved in espionage, and a host of other things then play Traveller.

The limitations to the OTU are as follows.
1. There is no FTL communications.

2. Interstellar travel is limited to no more than 6 parsecs at a time.

3. The imagination, or lack thereof, of the GM.

And 3 can mitigate the first 2.


Originally posted by Malenfant:
</font><blockquote>quote:</font><hr />Originally posted by Bhoins:
Actually you can do the Starwars style space opera, you can do the TechnoBS of Star Trek and you can do both within the OTU! Hell you can even attack that horde of Green skinned, semi-intelligent, humanoid, dark loving hostile aliens (Orks) in a cave system with a Battle Axe.
But that's the point - you have to do all of that in the framework of the OTU, because Traveller doesn't present the GM with any options to make their own new campaign settings outside of that. It's like it's pretending to be a generic sf game, when all it is a specific sf game that's wide open enough for you to run a wide range of campaigns in. </font>[/QUOTE]
 
Mal:
I really don't understand your comments, they are starting to sound like a certain political campaign. You can't have it both ways, either the OTU is too generic or vague or it is too specific to be a generic SFRPG.
Which is it?
 
Originally posted by Malenfant:
But that's the point - you have to do all of that in the framework of the OTU, because Traveller doesn't present the GM with any options to make their own new campaign settings outside of that. It's like it's pretending to be a generic sf game, when all it is a specific sf game that's wide open enough for you to run a wide range of campaigns in.
Huh? I don't understand your meaning here. It sounds like you are implying that the OTU is the only campaign setting possible and any campaigns have to be set there.

Sounds more like the Star Wars or Star Trek universes.

What about the many people who run "MTU" type campaigns with no Imperium at all? Why provide information on self-generating subsectors and systems if not to provide an option for GMs to create their own settings?

Yes, the tech ranges and technologies are drawn from the same set, but it doesn't mean that the campaign setting is the same as the OTU.

Ron
 
Originally posted by Bhoins:
[QB] What SciFi have you been reading Mal? One of the most popular Sci-Fi series that isn't based on Starwars or Startrek is the Honor Harrington series. I mean yes they have some cool toys but there is room for other things as well. In "Honor Among Enemies" she uses an M1911A4! In "Flag in Exile" there is a sword fight, not with some vibroblade, not a lightsabre but with Katanas.

What do you mean people don't want to see this stuff? Yes there are FGMP equivalent weapons, yes there are Gauss Wewapons (Pulsers), but there are also AutoPistols, Submachineguns, Knives, Swords, even flintlocks! (Well actually I think they were cap and ball breach loaders but still.)
I wonder if the people buying the HH books are pretty much the same sort of people who are into Traveller.

Mal, you, by your own admision don't play, and don't GM Traveller. You just want to sit back and punch holes in something that works because you feel you can do it better. Well go ahead, do it better. Give us a better storyline, sell me on your gamesystem. But get off the OTU as a reason people don't want to play.
I'm not saying that it's a reason that I don't want to play it. Go read that thread on rpg.net, and you'll find it's a reason that a LOT of people responding to it there don't want to play it.

For me, there are better settings out there - for example, Heavy Gear, Jovian Chronicles, Transhuman Space - and those are the ones that I have a much better chance of finding players for. But Traveller gets pretty much the same response from everyone I see - that it's an old game that's for old people and has nothing interesting to offer.
 
IF all the people reading hte HH books were playing Traveller than it would have a much bigger number of players than probably everything but D&D.

Actually I wouldn't be surprised to find that David Weber played Traveller in his youth.


If you want to play something else go ahead and play it. Personally I don't see what any of those games offer that I can't gm in traveller. (What is a Gear but a large set of Battledress under the T20 interpretation of Battledress?) Further I have yet to see a game with a wealth of background like the OTU. You may say it is a flaw I say it is definitely one of its strengths.

One of my favorite all time RPGs was Shadowrun. But a few years ago I had the misfortune of playing in a game that was poorly gmed. If i didn't already have the great experiences I would never have gotten into the game in the first place. There are very few bad games, especially that sell as well as Traveller, there are, unfortunately many bad GMs.

Originally posted by Malenfant:

I wonder if the people buying the HH books are pretty much the same sort of people who are into Traveller.

Mal, you, by your own admision don't play, and don't GM Traveller. You just want to sit back and punch holes in something that works because you feel you can do it better. Well go ahead, do it better. Give us a better storyline, sell me on your gamesystem. But get off the OTU as a reason people don't want to play.
I'm not saying that it's a reason that I don't want to play it. Go read that thread on rpg.net, and you'll find it's a reason that a LOT of people responding to it there don't want to play it.

For me, there are better settings out there - for example, Heavy Gear, Jovian Chronicles, Transhuman Space - and those are the ones that I have a much better chance of finding players for. But Traveller gets pretty much the same response from everyone I see - that it's an old game that's for old people and has nothing interesting to offer.
[/QUOTE]
 
Originally posted by Bhoins:
[QB] And the problem with that is what, exactly? If you don't like the background write your own. If you don't like the game write your own. Mark, Hunter, Martin and a host of thousands have put lots of time, devotion, energy and love into this Universe, it works well as a backdrop for an SF-RPG. Funny that is what I thought it was! If you want to go play Star Wars then go play Starwars. If you want to be able to play Starwars style scenarios, and hunt Dinosaurs, and get involved in espionage, and a host of other things then play Traveller.
Yes, but that doesn't make it a generic sf game.
There is nothing provided in current editions of Traveller that say "here's what you can do to move outside of the OTU setting". What if you don't want an Imperium? What if you don't want six major races? What if you want a different FTL system? There is nothing that supports any alternative style of sf campaign, which is why I don't think anyone can convincingly argue that Traveller is supposed to be a "generic sf system". It's pretending to be by having a setting in which you can plonk just about anything in, but that doesn't make it truly generic because if you try to break outside of that setting you will receive no support whatsoever from the books.

And if that's the case, then people may as well stop trying to convince us that Traveller is a generic sf game when it clearly isn't.

The limitations to the OTU are as follows.
1. There is no FTL communications.

2. Interstellar travel is limited to no more than 6 parsecs at a time.

3. The imagination, or lack thereof, of the GM.

And 3 can mitigate the first 2.
You forgot:

4. An Ancient race that dumped humans on a range of planets and then died out.

5. Six specific major races and many specific minor races.

6. The main campaign setting is an Imperial government with all the associated bureaucracy.

7. The characters are assumed to all be retired ex-somethings who are doing their own thing in space.

The OTU is a LOT more specific than you give it credit for.


I really don't understand your comments, they are starting to sound like a certain political campaign. You can't have it both ways, either the OTU is too generic or vague or it is too specific to be a generic SFRPG.
Which is it?
Well, that's exactly what I'm asking isn't it? On the one hand, people say Traveller is a generic sf game that you can make any sf background with. But despite this claim, all the alien and tech and societal assumptions presented in the current versions are tied specifically to the OTU, which makes it a specific sf game.

So you can't sell it to people as a generic sf game when it isn't. Say I don't want the Imperium in my games - where's the support and advice and a list of alternative approaches to help me remove it? What if I want to add nanotechnology? Where's the advice and rules for that? What about if I want to make some new alien races? How am I supposed to do that? That's what people are after when they want generic games - they want toolkits with which to build their own universes from scratch, not a framework in which they can put anything they like.

You could run pretty any kind of adventure somewhere on Earth, with technologies ranging from TL0 to TL8 and all sorts of government types - but whatever you do it's still tied to planet Earth, and that's what makes it specific. A generic game would allow you to run something on any planet, with any society, with any tech level, with any assumptions, and Earth adventures would just be a subset of that.

You can't do that with Traveller, because there's too much specific detail embedded in the rules. So Traveller is a subset of generic scifi - admittedly a broad one - but it doesn't encompass the whole field.

Now, you may not have a problem with that, but from what has been said by those outside the game, others clearly do. They don't want to run adventures in that specific Traveller framework.
 
Originally posted by Bhoins:
[QB] IF all the people reading hte HH books were playing Traveller than it would have a much bigger number of players than probably everything but D&D.
This presumably is why QLI are writing an HH game
.


If you want to play something else go ahead and play it. Personally I don't see what any of those games offer that I can't gm in traveller. (What is a Gear but a large set of Battledress under the T20 interpretation of Battledress?) Further I have yet to see a game with a wealth of background like the OTU. You may say it is a flaw I say it is definitely one of its strengths.
Yeah, you could try making a Gear in Traveller. You'd have to invent all the rules for it, but you could try. But in HG you're presented with a coherent, purpose-built universe specifically uh... geared to that kind of game. It's a lot more focussed than Traveller is, and if you did it in Traveller you'd have to explain things like why Gears hadn't become popular throughout the Imperium, why the technology isn't more widespread, why the Imperium hasn't stepped in, etc.

Sure, I could plonk Heavy Gear into the Traveller universe. But why would I want to? What's the point of ignoring the rest of the background so I could run something that's pretending to be Heavy Gear, when I can run a purpose-made Heavy Gear game using the HG rules?

What you'd get then is a mishmash of things that are pretending to be something else. I could have my Heavy Gear planet next to my Aliens planet next to my Predator planet next to my Star Wars planet, etc etc. And that renders the OTU pretty damn irrelevant to everything. So if I'm doing that I might as well throw the OTU out of the window completely and make my own background that includes all of those.

Just because something is possible, doesn't mean that people would actually be willing to do it. If people want to make their own backgrounds, they'll get something like GURPS Space or Star HERO or d20 Future and make them using that. If people want specifics, they'll get the specific games they want. But it seems clear to me from the responses on the rpgnet thread that Traveller - as the OTU - isn't the kind of background that new people are interested in much anymore.


One of my favorite all time RPGs was Shadowrun. But a few years ago I had the misfortune of playing in a game that was poorly gmed. If i didn't already have the great experiences I would never have gotten into the game in the first place. There are very few bad games, especially that sell as well as Traveller, there are, unfortunately many bad GMs.
I don't think it's much to do with the GMs in Traveller's case. It's the whole setup. People are more interested in playing heroes nowadays, not run-of-the-mill semi-retired joes ekeing out a living in the far future. The characters in Firefly were somewhat larger than life, even though the setting was pretty Traveller-ish (but again, it's not the same. The Alliance is more interventionist than the Imperium, for example, and there are no aliens, and the technology is generally better).
 
Originally posted by Bhoins:
Actually you can do the Starwars style space opera, you can do the TechnoBS of Star Trek and you can do both within the OTU! Hell you can even attack that horde of Green skinned, semi-intelligent, humanoid, dark loving hostile aliens (Orks) in a cave system with a Battle Axe.
Sure, you can but not as easily as you could with something purely generic like D6 Space or BESM and more importantly, it's not readily apparent from the cover art and blurb of most editions of Traveller I've ever seen.
Granted, T20 has a pretty colourful, eye-catching cover but it doesn't have quite the same style and punch of your average WotC Star Wars or D&D cover or your average 40K army codex cover and it doesn't have anime characters. Traveller just isn't 'cool' or 'badass' in the way that Star Wars or 40K is.
As I mentioned in my previous post though, I don't believe that's a bad thing because that's not what Traveller is. It's not meant to be 'cool' or 'badass' it's meant to be a sober science-fiction roleplaying setting and it does that very well.
You could fill it with kewel artwork of oversized, chunky 40K Terminator style power armour, swarthy nobles with Final Fantasy style mega-badass swords and red hot chixxorz in awesome mecha, blasting the crap out of whole regiments with kick-ass psi powerz, (and don't, under any circumstances mention trading or surveying) - that would certainly grab the attention of your average 14 year old, but it just wouldn't be Traveller.

Traveller just isn't going to have mass appeal purely because the competition is 'cooler' but that's fine because Traveller is Traveller and to change it would be a shame.

Crow
 
Actually an Ancient race isn't a limitation it is a feature. They don't play a major role in the actual game just a minor role in the background.

Neither is having defined races. Just because there are 6 "major" races and lots of specific minor ones doesn't mean you can't have others.

Of all the campaign settings none of them are wholly within the Imperium. Lets see. Spinward Marches. A Peninsula in Imperial space with the Vargr Border just off the Coreward/Training end of the map, The Zhodani Consulate Spinward/Coreward of the map and actually on the map, The Sword Worlds, on the map, The Darian Confederation, on the Map, Wild unexplored space Rimward of the map (Specifically the Eglin Subsector), Independent worlds, District 268 and areas between the major nations. Yes just over half of the map is 3I but the rest of it and the areas around it certainly aren't.

OK Lets look at the second campaign setting. Solomani Rim. Hmmm Older more settled area. 33% of the map is beyond the Imperium Borders. New race in control of an area within the Imperium. A tamer place than the Wild West feel of the Spinward Marches but still with Intrigue, espionage and other things to keep it interesting.

So much for CT. Now MT. Hmmmm There is no more 3rd Imperium. It implodes. The wild west is now the safer pocket of the region. (The Regency) You can run all sorts of wartime scenarios, probably because of the successful Twilight 2000.

TNE. Never played it but there is definitely no 3rd Imperium.

T4: Never played it but it is taking place in the opening stages of the 3rd Imperium, which isn't settled or even fully explored.

GT, an extension of CT, see above. (Never played it but that is what it seems like.)

T20: Gateway. The majority of the campaign setting is independent worlds and Pocket empires with influence from 4 major empires.

Sorry I don't see your complaints about the 3rd Imperium being a limitation holding any water.

Playing a retired something: Well actually there is no reason you had to retire to play the game. Granted most characters in CT had some experience in one of the branches of service but the OTU originally was defined as having a Draft. There was never any obligation to serve more than 4 years in one of the classes.

T20 you can start as some kid fresh out of highschool if you want to. You can start as a first level character if you want, but it has always been my experience that the first 4-6 levels in most FRPG are boring. Your characters start off afraid of everything and totally inexperienced at doing anything. In Traveller you can start with an experienced character(and a background as to why you have that experience) but there has always been the concept in Traveller that no matter how powerful you are a gun shot wound can still kill or incapitate you. That concept has always balanced out the characters.

You will find that in history, as opposed to hollywood, most fights fought with lethal weapons begin and end with one shot/slash/thrust. That is how Traveller is set up. One of the most frustrating things I found with D&D with moderately high level characters against moderately high level opponents that fights tended to last hours without serious damage being done. (And that is hours of game time, forget about how long it took in real time.) Chipping away at your opponent for hours always bothered me.

Of course D&D players that migrated to Traveller were in for a shock and vice versa, but the one shot, one hit, one kill motto of the Marine Snipers is actually possible in Traveller. (And well it should be.)

I have seen you complain that it is too generic and not specific enough then I have seen you complain that it is too specific. (Sometimes, like now, in the same post.) You aren't asking a question you are complaining one way or the other or both. You still can't have it both ways! Which is it?

I don't see why some worlds might not have Gears. But I can think of a good reason why they didn't catch on across the know universe. They weren't developed all across the Known Universe.

If the US and the Confederacy didn't deploy Ironclads during the Civil War (And AFAIK one was developed because the other side found out about the other.) Would anyone else have developed armored shiping? It still took several years before the Wooden Ships and Iron men disappeared from the high seas regardless of the immunity the Ironclads had to the state of the art weapons of then current Naval technology. Or a more modern comparison. The whole world is arming Fixed wing aircraft for ground attack missions but the US Army, hampered by the creation of the Air Force, developes Attack Helicopters. Everyone else that developes Attack Helicopters in response to the US Army use of them.

Today we have the ability to build walking armored vehicles. We have the ability to build wheeled tanks and even tanks based on a cross between an M-1 and an AH-64, yet tanks are still Tracked, heavily armored, and only mount one main gun in the 100 to 120mm range. Generally in a 60 ton chassis range. Because that is what everyone else is using and until someone comes up with something that will beat it on a regular basis then it will stay that way.

But the OTU is a big place and if in some places the walking tank proves more effecient then it will be used. (The Imperial Marines already use it.) In other places design philosophy will dictate that Grav Tanks will be used. They serve the same purpose but each has their own advantages. I mean what is a Mech or a Gear or even a Titan but a suit of Battledress writ large?

But if you want to build your generic universe for your generic RPG then again go ahead. If you live within the limitations that there is no FTL coms and the Jump Drive is the way to FTL travel then you can use Traveller. If you want FTL coms you can fudge those easily enough. All you have to do now is design the physics of FTL travel for the way you want to play. Nothing else on your list is a limitation of the system it is a feature of the OTU and not even a limitation of the OTU.

Originally posted by Malenfant:
</font><blockquote>quote:</font><hr />Originally posted by Bhoins:
[QB] And the problem with that is what, exactly? If you don't like the background write your own. If you don't like the game write your own. Mark, Hunter, Martin and a host of thousands have put lots of time, devotion, energy and love into this Universe, it works well as a backdrop for an SF-RPG. Funny that is what I thought it was! If you want to go play Star Wars then go play Starwars. If you want to be able to play Starwars style scenarios, and hunt Dinosaurs, and get involved in espionage, and a host of other things then play Traveller.
Yes, but that doesn't make it a generic sf game.
There is nothing provided in current editions of Traveller that say "here's what you can do to move outside of the OTU setting". What if you don't want an Imperium? What if you don't want six major races? What if you want a different FTL system? There is nothing that supports any alternative style of sf campaign, which is why I don't think anyone can convincingly argue that Traveller is supposed to be a "generic sf system". It's pretending to be by having a setting in which you can plonk just about anything in, but that doesn't make it truly generic because if you try to break outside of that setting you will receive no support whatsoever from the books.

And if that's the case, then people may as well stop trying to convince us that Traveller is a generic sf game when it clearly isn't.

The limitations to the OTU are as follows.
1. There is no FTL communications.

2. Interstellar travel is limited to no more than 6 parsecs at a time.

3. The imagination, or lack thereof, of the GM.

And 3 can mitigate the first 2.
You forgot:

4. An Ancient race that dumped humans on a range of planets and then died out.

5. Six specific major races and many specific minor races.

6. The main campaign setting is an Imperial government with all the associated bureaucracy.

7. The characters are assumed to all be retired ex-somethings who are doing their own thing in space.

The OTU is a LOT more specific than you give it credit for.


I really don't understand your comments, they are starting to sound like a certain political campaign. You can't have it both ways, either the OTU is too generic or vague or it is too specific to be a generic SFRPG.
Which is it?
Well, that's exactly what I'm asking isn't it? On the one hand, people say Traveller is a generic sf game that you can make any sf background with. But despite this claim, all the alien and tech and societal assumptions presented in the current versions are tied specifically to the OTU, which makes it a specific sf game.

So you can't sell it to people as a generic sf game when it isn't. Say I don't want the Imperium in my games - where's the support and advice and a list of alternative approaches to help me remove it? What if I want to add nanotechnology? Where's the advice and rules for that? What about if I want to make some new alien races? How am I supposed to do that? That's what people are after when they want generic games - they want toolkits with which to build their own universes from scratch, not a framework in which they can put anything they like.

You could run pretty any kind of adventure somewhere on Earth, with technologies ranging from TL0 to TL8 and all sorts of government types - but whatever you do it's still tied to planet Earth, and that's what makes it specific. A generic game would allow you to run something on any planet, with any society, with any tech level, with any assumptions, and Earth adventures would just be a subset of that.

You can't do that with Traveller, because there's too much specific detail embedded in the rules. So Traveller is a subset of generic scifi - admittedly a broad one - but it doesn't encompass the whole field.

Now, you may not have a problem with that, but from what has been said by those outside the game, others clearly do. They don't want to run adventures in that specific Traveller framework.
</font>[/QUOTE]
 
Originally posted by Malenfant:
There is nothing provided in current editions of Traveller that say "here's what you can do to move outside of the OTU setting". What if you don't want an Imperium? What if you don't want six major races? What if you want a different FTL system? There is nothing that supports any alternative style of sf campaign, which is why I don't think anyone can convincingly argue that Traveller is supposed to be a "generic sf system".
Nor is there anything stopping us. In order to create our own RPG universes, do we need more than a basic set of rules for game mechanics? Can't we invent our own methods of travel, our own alien species, our own political and cultural backdrop?
 
You know, I'm too busy actually **writing** stuff for the OTU Gateway Domain and 1248 to read this thread anymore. So yes Evo, I agree with you.
We are all aware of the limitations - and strengths of the OTU. After people read this thread, no doubt they will be even more enlightened of its strengths and weaknesses.
 
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