Robert S. Dean · 26 November 1991
OK. Here's the latest disucssion from Traveller. Please pay special
attention to Lester Smith's posting which leads off, and to Loren
Wiseman's note that nobobdy has actually _said_ that they wanted to volunteer
to test anything.
Maybe we should start a TML list for anyone who would like to be involved,
including phone numbers and postal addresses.
Rob Dean
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Topic 26 Wed Aug 09, 1989
M.MIKESH at 22:33 EDT
Sub: Publication Development
This is a forum for the discussion of new and upcoming Traveller products.
Participants can offer suggestions and share ideas for projected
publications, or critique new releases and announce errata.
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Category 11, Topic 26
Message 189 Mon Nov 25, 1991
LESTER.SMITH at 21:38 EST
Greetings, all.
After several days of watching the discussions going on in this category's
various topics, I think there are some important things that need to be said
about our plans for a Traveller revision. So without further ado:
(1) Frankly, we at GDW have let our involvement in the Traveller line lapse
over the past several years. Just look at how few new releases we've had
since the inception of MegaTraveller. In my opinion, that's a shame, and
it's high time for us to devote some serious company resources to the line
again. Which is exactly what we're doing. Not only have we hired Dave
Nilsen--a long-time Traveller player who sacrificed a house and career to
take the job of Traveller line manager--but ALL of us are actively involved
in our plans for Traveller.
(2) The fact that we're all excited, and that Dave is line manager because
he's an absolute Traveller fanatic, brings me to an earlier post about
customers being "cash cows." No way. We publish games because we're gamers.
Yes, we have to make a buck at it, but we don't sit and plan how to milk
customers. Rather, we sit and plan products that we're excited about
playing, and that we think will appeal to other gamers. If the products are
good, we'll make a living; if not, we'll have to change careers. And believe
me, there are always more ideas we want to do than we can physically get
done. There simply isn't any need to try to milk customers.
(3) Every game publisher I've ever met cringes at the thought of revising a
game. But sometimes it simply has to be done.
MECHANICS: Original Traveller was fun, but it's old, and it shows it.
MegaTraveller can be fun, too, but frankly, it's entirely too tough for
neophytes to learn unassisted. And without new players, the game is doomed
to die, even if it be a slow death.
In contrast, our current house RPG rules, beginning with T2K2 (Twilight:
2000, 2nd ed.) and as adapted for Cads and Dinos and Dark Conspiracy, are
extremely easy for new players to learn, and they've been receiving very
complimentary comments. Believe me, I understand the appeal of the
MegaTraveller task system--I grew very familiar with it during my stint as
2300 AD line manager. And I understand that the new "house" task system
FEELS different. But honestly, the new task system has benefits that the
other does not, especially when expanded from the current D10 to D20, as is
planned in the new Traveller. I won't take the time or space to discuss
those benefits here (as I have other topics to get to and don't wish to make
this a very long message) but will in a future posting.
BACKGROUND: Another thing that puts new players off is the incredible
amount of material that's already been published for the line. In
particular, the more fully the Imperium's history is published, the more
daunting it is for a new referee to try to run a campaign--and the less room
there is for exploration and discovery. When Traveller first started, every
adventure was a new discovery. It is our intent to make that possible again.
The good news is that we're convinced it is possible to make the game
more accessible to new players WITHOUT making everything that's been
published to date just so much paper. The Star Viking era is the way. It
may not be the only way, but it's the one we're most excited about. As
characters re-explore what used to be the Imperium, old knowledge will remain
valuable but not faultless. The fact that an old characters may say, "I
remember this planet used to be a theocracy 80 years ago," will be a clue to
its likely present condition, but not an absolute fact. In this way, new
characters can look to old ones for information, but both will be facing
considerable mystery as they re-explore.
(4) Concerning comments that a virus that selectively kills certain tech
level computers is a silly idea, you haven't heard how it works yet! Without
giving too much away too early, let me at least point out that the virus is
an idea that was given to us by a professional computer designer projecting
logical future computer designs. Please, give us some credit. We take
Traveller seriously too.
(5) The Star Viking: Planetfall game will be an open-and-play set with
miniatures rules AND figures and terrain. It is our intent to make it so
user-friendly that people who buy it at GEN/Con-Origins next year will be
playing it immediately at the convention.
(6) By the way, in the coming era, Star Vikings aren't so much reavers as
explorers and merchants trying to re-expand a galactic civilization.
(7) CONCLUSION: I guess what I'm really asking for is for you to trust us.
We admit that we've let our enthusiasm for Traveller lapse, but we're
extremely excited about its future once again. Watch Challenge magazine in
the next several months, and I think you'll begin to see that excitement.
Come talk to us at conventions, and I guarantee that our enthusiasm will rub
off on you. Believe me, it is not our intent to leave you all in the lurch,
with a ton of useless old material on your hands. But neither is it our
intent to let Traveller become nothing more than an old game that people
recall sometimes with fondness.
We have a dream, and it's going to be fun for all concerned. Details to
follow in future posts.
Sincerely,
Lester Smith
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Topic 29 Mon Nov 18, 1991
DIGEST.GROUP [Staff] at 00:43 EST
Sub: The WISH List
You know that the new Traveller is coming soon to a game store near you - but
is you had your way, what would you want to see in it?
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Category 11, Topic 29
Message 48 Mon Nov 25, 1991
W.LIAW [Mac] at 20:17 EST
Sub: the virus thing.
I was the one that posted the virus thing to TML. However, contray to what
Mike believes, it's not "invention of a fan on TML". I was told this by
Lester. Just so you know, I didn't make it up.
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Category 11, Topic 29
Message 49 Mon Nov 25, 1991
GDW.SUPPORT [Loren W.] at 21:18 EST
Mac is right, the "virus thing" is real. Don't react until you hear the whole
thing, please.
Rob,
"Are you sure that we can't interest you in a pool of very interested and
experienced people to playtest/comment before its too late to make changes?"
Who ever said we weren't interested in such a pool. Rob Prior has offered
to review the vehicle design system, and Dave has decided that is probably a
good idea. Nobody else has volunteered....not in so many words, anyway. If,
however, you are not willing to look at a game based on the T2K2 mechanics
(and that includes a variant on the task system...yes, T2K2 has a task system -
- - one that inspired that in 2300 and MT), I don't see that you can be much use
to us, as that is one of the few things we have decided upon.
On the other hand, if you are willing to give us an even break, we'll
listen to what you have to say (we have already...Frank has put your
suggestion about stabilized guns into Sands of War).
Let me explain one more thing: GEnie is not our only customer feedback.
If we went solely by GEnie, Twilight would not be a very important game in our
line, but as of last week's sales figures, it generates four times MT's
dollar volume. How do I explain this? I don't...evidently Twilight players
aren't computer-philes, or at least not GEnie-philes.
Carl,
Thanks for the TML update.
Loren Wiseman
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Category 11, Topic 29
Message 51 Mon Nov 25, 1991
S.OLSON4 at 21:20 EST
As an example of a modularized MT design system, I offer the following.
It's hardly complete, but should give a feel for a basic system that would be
completely compatible with the current MT design rules. The trick here is
we're
simply pre-calculating most of the important sections and allowing the ref or
player to pick & choose, mix and match between them.
Starship/Spacecraft hulls for MegaTraveller
(Life Support (and Avionics, where applicable) included.)
Displacement Volume Weight Cost CP's Power Required
100ton 1SL 1305Kl 414.9tons 2.871MCr 373 100Mw
Manuever Packages for MegaTraveller
By Hull Displacement (TL13):
Hull G's Volume Weight Cost CP's Power (included)
100 1 43Kl 118tons 4.6MCr 598 144Mw (+4Mw)
100 2 106.5Kl 292tons 11.3MCr 1469 351Mw (+1Mw)
Jump Packages for MegaTraveller
By Hull Displacement (TL13):
Hull J Volume Weight Cost CP's Fuel Required
100 1 27Kl 54tons 6MCr 780 135Kl
100 2 30.5Kl 81tons 9MCr 1170 202.5Kl
Armerment Packages for MegaTraveller
By Turret (TL13):
Weapon Volume Weight Cost CP's Power (included)
3*BLaser 97.5Kl 264tons 19.8MCr 2574 756Mw (+6Mw)
3*Missile 14.5Kl 9tons 2.45MCr 319 3Mw
3*Sandcaster 14.5 9tons 0.95MCr 124 3Mw
<You get the idea---I deleted most of the long wepaons lists since
this post is already long enough--Rob Dean>
Sensors & comm are simple enough, they can be left as is. Gives the
players
a clear idea of what these systems do (and potential easy upgrades for their
ship). Since we've already got a running total of CP's, the computer rules
(with TL modifications added!!!) can remain as is. Accommodations mostly
consume space and add weight, on smaller ships anyway, so their power
consumption can be covered in the "slop" in the above numbers.
A potential improvement would be to combine the Hull & Manuever drive
sections, so you're buying a 100ton 1SL hull with a 2G M-drive and power to
operate the drive and life support.
Scott
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Category 11, Topic 29
Message 52 Mon Nov 25, 1991
DIGEST.GROUP [Staff] at 21:23 EST
Um, Scott... Are you sure you sent that last message to the right place?
- - Jay
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Category 11, Topic 29
Message 53 Mon Nov 25, 1991
S.OLSON4 at 21:37 EST
Yep, Jay, that's where I intended to send it. An example of the easy ship-
design system that could be included in the base version of Traveller-3.
Scott
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Category 11, Topic 29
Message 54 Mon Nov 25, 1991
S.OLSON4 at 21:38 EST
Loren,
I'll review the vehicle design system, any starship design system, and any
weapons design system that should happen to appear for you. So there.
Now, on to other stuff. OK, on this "virus" thing, I'll hold my fire, but
I don't really think it's necessary: Star Vikings really only needs a slight
drop in tech capability to be plausible (remember, we've got lots of
troops/ships running around in a very loose Command/Control environment (the
Rebellion)). The MT task system pre-dates T2 v2, and I think DGP was putting
tasks into some of it's stuff back when T2 v1 appeared, so.....
There is a relatively easy explanation, in my opinion for the difference
in sales figures: support. The last GDW MegaTraveller product that I can
remember was KnightFall, which came out over a year ago...
Scott
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Category 11, Topic 29
Message 55 Mon Nov 25, 1991
DIGEST.GROUP [Staff] at 21:57 EST
I believe that ANY T2K product outsells anything DGP has ever printed as well.
- - Jay
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