Goodbye

A thread of 2 messages, 21 October 1992 to 22 October 1992, in the order they were sent.

#4764 Goodbye

I am afraid that I am going to have to give up on the TML -- I
thought maybe some of you would be interested in my reasons why,
so I thought I'd post this last public note about it.  I
probably won't be able to see your responses unless you e-mail
them directly to me :-).

Essentially, I'm leaving the TML because I no longer have any
real interest in Traveller.  There's two major reasons for this:

First, it has become clear that GDW is an organization that I
don't want to support, even indirectly.  Somehow, the premise
that "the customer is always right" seems to have been
completely forgotten by a corporation which, when all is said
and done, is entirely dependent on the goodwill of its
customers.  When the president of a company *publicly* threatens
to sue one of the company's own customers, who has voluntarily
contributed a great deal to the company's product, it *doesn't
matter* whether the man has a legitimate gripe or not -- I'm
going to stay as far away from that company as possible.

In case you haven't yet guessed, I won't be buying any GDW
products, Traveller or otherwise, and I will encourage my
friends to follow suit.  But I also feel that any minute
contribution I make to the continued success of Traveller via
my participation in the TML also indirectly supports GDW,
inasmuch as it is selling its products under the Traveller name.

Second, and perhaps more importantly, "Traveller" is unplayable
by novices such as myself.  I reach this conclusion reluctantly,
but I reach it nonetheless.  Consider that there are now 3
"official" versions of Traveller!  The first of these has
itself perhaps 2 dozen supplements which are apparently such an
important part of the game that they are difficult to do
without.  The result of all this richness of rules and settings
is, for me at least, a system into which it is impossible to
bootstrap myself without a *massive* investment of time and
energy.

Consider that the only Traveller I've ever played was original
Traveller in the pre-Imperium setting 10 years ago.  Imagine my
shock when, 6 years later, I decided to buy, read, and
understand enough source materials to run a Traveller
campaign.  I made a vague effort, but with 2 different versions
and all those supplements and the whole Imperial History to
deal with and a million "well understood Ancient technologies"
and 50 kinds of "well known" aliens and ...  Bleah.

It's a wonderful universe, but *all the important bits need to
be in one self-contained book*.  I really don't care if that
book is actually 3 volumes of 500 pages each, and costs $150.
I just want to be able to buy it, read it, and be ready to run a
Traveller game with fairly experienced players without making a
fool of myself.  While it would seem that I could do this with
MT+MC (MegaCorrections :-) or TNE, most of the Traveller
players I am familiar with rely so extensively on material not
from these sources that they would be uncomfortable with my
refusal to honor this material.

I submit that this is the big attraction of some of the
cyberjunk games that hit the market a couple years back; not
the teen-angst, not the cool cover art, but just the fact that
you shelled out your $100 up front and were ready to play with
your experienced friends for a long time.  In fact, I would
have bought one of those systems *but* for the fact that I
don't particularly enjoy roleplaying in that genre.

(I'm afraid I must add that a minor third reason for leaving
the list is a certain participant, who, in spite of obvious and
deep familiarity with Traveller and respect from the Traveller
community, seems remarkably juvenile and egocentric.  I mustn't
name names, but it will be a relief not to read any more of
this participant's messages.)

So in all sadness and dismay, I must sign off.  I will
certainly miss the intelligent discussion, the lighthearted
fun, and the passionate commitment to FRP gaming expressed by
most members of this list, but I'm going to go look for some
more viable sci-fi game to run.  Thanks to most all of you for
your help and support!

Bart Massey
[email removed]

P.S. -- I am not a lawyer, but I think I understand intellectual
property law at least a little.  GDW can copyright texts, but
not just names.  Thus, "Gauss Rifle" or "Zhodani" or even
"Imperium", in and of themselves are not copyrightable.  They
*are* protectable, but by *trademark*.  And these names are
either not trademarked or their trademarks are not protected (I
think -- have you seen any GDW publications with "Vargr(TM)"
anywhere in them?)  So if your story has "Aslan" in it, this is
perfectly fine.  In addition, one cannot protect intellectual
concepts.  Thus, I can write a story "set in the universe" of
Traveller with impunity, as long as I don't use copyrighted
texts in the story, or infringe on trademarked names, or violate
any contractual agreements I may have with GDW.  Publish away --
I believe the lawyers will just laugh at GDW, for all their
hollow threats.

Now there is such a thing as "game copyright", which says that
I can't publish a game just like Monopoly except with the names
of everything changed, or a game which uses many of the same
names used in Monopoly.  This form of copyright has been
interpreted very loosely by the courts, so if you use any of
the gaming rules of Traveller in your published materials, or
if you publish gaming rules yourself, you must be very
careful...

#4770 Re: Goodbye

Subject: Goodbye
From: [email removed]

Bart, just yesterday, you wrote:
> When the president of a company *publicly* threatens
> to sue one of the company's own customers, who has voluntarily
> contributed a great deal to the company's product, it *doesn't
> matter* whether the man has a legitimate gripe or not -- I'm
> going to stay as far away from that company as possible.

Personally, *IF* Frank Chadwick had had a legitimate complaint, then I
for one (and probably many others) would feel differently.  As it was,
Scott Kellogg was being slightly hot-headed; while Frank Chadwick's
response was completely uncalled-for.  However, this does not seem
a serious enough offense to warrant a complete boycott.


> Second, and perhaps more importantly, "Traveller" is unplayable
> by novices such as myself.
> The result of all this richness of rules and settings
> is, for me at least, a system into which it is impossible to
> bootstrap myself without a *massive* investment of time and
> energy.
> Consider that the only Traveller I've ever played was original
> Traveller in the pre-Imperium setting 10 years ago.  Imagine my
> shock when, 6 years later, I decided to buy, read, and
> understand enough source materials to run a Traveller
> campaign.

Traveller is indeed an unplayable game, and it has been ever since
MegaTraveller was published (Classic Traveller is unplayable because it
is out of print, and MegaTraveller because it is a complete mess).  TNE
may fix this, although I have some considerable doubts.

Whether or not you could collect enough of the Classic Traveller
materials to play a campaign, I'm not sure.  The list below describes
the materials I would recommend for someone like you:

The Traveller Book [preferred] or Books 1-3 [which you may have]
The Classic Traveller basic rules.  Copies of The Traveller Book
may still be available from some stores (Crazy Igors, or A
Wargamers' Depot, amoung others).  If you have Books 1-3 from
Basic Traveller or Deluxe Traveller, you can use them, but The
Traveller Book is a better editing job, and easier to read.

The Traveller Adventure
This is a complete campaign for Classic Traveller.  Much of the
background data you want is included in this book; I also
know for a fact that copies are still available from some
stores (A Wargamers' Depot has several copies of the softbound
version in stock).  Even if you decide not to run the campaign,
there are many adventure ideas contained in here, and a lot of
background material is presented in a rather painless way.

These two books were designed to work together, as a coherent set, and
were probably the closest GDW ever got to presenting a cohesive,
canonical Traveller.  They probably contain over 70% of the  body of
knowledge that makes up "Classic Traveller".

If at all possible, pick up copies of Book 4 and Book 5; these provide
more detailed Army and Navy characters, and are Classic Traveller
staples.  Book 6 and Book 7 do the same for Scout and Merchant
characters, but these were written relatively late in the Classic
Traveller period, and have had much less influence.  Another possibility
would be to use the character generation section of the MegaTraveller
Players' Handbook, which seems to be substantially unchanged from the
final systems used by Classic Traveller (save for the addition of
typographical errors which were not present in the earlier versions).

I would also try to locate copies of the following suppliments: The
Spinward Marches, and the two Library Data suppliments.  With a few
exceptions, most of my Traveller playing and refereeing was done with
not much more material than what I describe above (the exceptions being
Citizens of The Imperium, 76 Patrons, Animal Encounters, and the Journal
of the Travellers' Aid Society).  While a goodly amount of material came
from the Journal, much of it made its way into the Best of The Journal
volumes (which may also be available at some stores).  The other three
are contained to a greater or lesser degree in The Traveller Book, or
can be re-created with not too much referee effort.

One of the best parts about buying second-hand or out-of-print books
(other than being able to get them for much less money than new
material) is that GDW has already been paid for them, usually a long
time ago.  GDW neither knows nor cares that you are purchasing Classic
Traveller materials.

> It's a wonderful universe, but *all the important bits need to
> be in one self-contained book*.  I really don't care if that
> book is actually 3 volumes of 500 pages each, and costs $150.

I agree with you.  Unfortunately, it's not going to happen; Classic
Traveller is dead at GDW (save for those who want to revise and retcon
it out of existance).

> So in all sadness and dismay, I must sign off.  I will
> certainly miss the intelligent discussion, the lighthearted
> fun, and the passionate commitment to FRP gaming expressed by
> most members of this list, but I'm going to go look for some
> more viable sci-fi game to run.  Thanks to most all of you for
> your help and support!

I for one am sorry to see you go, and sad that you feel this way.
However, it is your decision to make and your game to referee.

You may want to take a look at Steve Jackson's GURPS, and take a good
hard look at BTRC's TimeLords/WarpWorld/SpaceTime games.

Whatever you decide to do, fare thee well!

[email removed]
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