First thoughts after reading _Survival Margin_

A thread of 3 messages, 10 May 1993 to 11 May 1993, in the order they were sent.

#5440 First thoughts after reading _Survival Margin_

"A voice is heard in Ramah, lamentation and bitter weeping...she is
weeping for her children, refusing to be comforted, for they are no more."

Hi, gang. Let me start off by thanking Loren Wiseman for his prompt note
about the print run of TNE; such news is always appreciated.

I read _Survival Margin_ from cover to cover on Saturday, and spent a
surprising (to me, anyway) portion of the next two days brooding.
SM (and _Arrival Vengeance_, which I got at the same time) affected
me very deeply, in a way no Traveller book has done since the Rebellion
began. While I applaud Dave Nilsen for at least being able to do THAT,
I am saddened by the fact that the emotions he evoked were those of
revulsion, disgust, and yes, even hatred.

I hate this game setting. I just hate it.

I want to make very clear what I am saying here, and make even MORE
clear what I am NOT saying here. I am not saying that GDW produced yet
another substandard piece of Traveller material. Far from it; I think
that SM was excellently put together, clearly organized, and
accomplished its task, namely as a bridge from MegaTraveller to TNE,
eloquently and effectively.  Its reprinting of previously published
material meshed very well with the newly written pieces and produced a
coherent and useful whole that was a very worthwhile read. The
behind-the-scenes journals and extra data filled in a lot of holes
that I had wondered about, and finally removed IRIS as a de jure (if
not de facto) force in the Imperium, a move which alone is worth the
price of the book. I will ignore for the moment my personal disgust at
the utterly pointless annihilation of the Antares Regency (my own
favorite spot in the MegaTraveller milieu), and simply say that if
future releases hold to this level of quality, I will gladly give GDW
my business and encourage others to do so as well. I am also not
saying, although some mean-spirited part of me would LIKE to, that
this is the final nail in Traveller's coffin as a rules system. I
think that in the light of the current market trends in RPGs, GDW is
making a very wise move here in updating Traveller from its admittedly
long-in-the-tooth beginnings and attempting to compete on a
fundamental level with the heavy hitters like GURPS and Shadowrun. If
the prior problems of poor proofreading and unprofessional artwork are
licked, and it looks as good as SM reads, then I think that GDW will
have a solid competitor on its hands, and I wish them well.

What I AM saying is that I hate the game setting. HATE IT!

On the Pocket Empire mailing list, we have held our breaths for
months, pausing in midstride as we waited for GDW to officialize the
tantalizing hints we received about how things are to work. We do not
agree 100% with the decisions made there, but we are abiding by them,
and the list is now swinging into high gear, awaiting only the rules
themselves to begin applying hard numbers to the ideas and frameworks
we have devised. Why, then, am I suddenly completely uninterested in
doing any more work there? I don't want to let these people down; my
contribution is admittedly small but I would like to think that it is
important enough not to simply drop without notice. What has happened?

What has happened is that I have seen the future and it STINKS.

I am not stating facts here. Only my opinions. And I loved the classic
Traveller universe. It was civilized; it was intelligent; it had solid
background and a sense of depth to it that other games lacked. This
was a huge, exciting, beautiful universe, from the Core to the Rim,
from spinward to trailing! There was so much to see and do, so many
different kinds of life to reflect, so many possible campaigns to run.
It was balanced; it gave characters a chance for excitement and fun at
whatever power level they wanted, up to and sometimes even including
the governance of whole worlds. And, pivotal to any long-standing
campaign with realistic characters, it allowed people to rest once in
a while.  There were places one could go to relax and enjoy the beauty
and wonder of this universe, and if adventure sneaked up on you while
you were working on your tan, so much the better.

Now, what do we have? A map of the Imperium smeared with grey paint,
with a big black SPLOTCH in the middle and a little chunk in one
corner or another that the paintbrush didn't reach. The grandeur of
Capital, the intrigue and espionage of the Solomani Rim, the exciting
new possibilities of the Hinterworlds and Gateway, the battle and
diplomacy of Reaver's Deep, the worldshattering implications of the
Aslan revelations, the horrible reality of the K'Kree and their plans
for humaniti-- all gone. Nothing left but piles of dead bodies and
rusted metal, scrabbled over by bands of savages and man-eating
computers. Big fat hairy goddamn deal.

It just makes no sense to me on an artistic level. I know why they did
it. I've read their reports and I've tried, believe me, to support
them as wholeheartedly as I did in 1987 before I read about the
assassination of Strephon and watched the universe to which I'd
devoted years of my gaming career start to unravel. But it just makes
no sense. If all they wanted was a ruined-empire universe where
everything was forgotten, why not hire some writers and build one from
scratch?  FASA did that with the BattleTech universe, and did very
well for themselves: no one yearned for the Star League when the game
was predicated on its aftermath. Why did they feel the need to hack up
the best gaming campaign setting in the history of roleplaying and
throw the carcass to the vultures? It wasn't necessary. It really
accomplished nothing, except to absolve GDW of responsibility for
maintaining consistency in a game universe that had grown too large
for them to control. It substituted grand, far-reaching excitement for
petty, animalistic excitement, thought-provoking political and
economic problems for simple military exercises and head-smashing, a
broad view for a narrow one. And I hate it with a passion. The Imperium
is dead-- long live the Dawn League and the Star Vikings? No thank you.
I quit. I'm leaving. I can not deal with this now, call me a coward, a
stick-in-the-mud, an elitist, an old fogey, whatever you want.

That having been said, what am I going to do now?

To be honest, I just don't know. I will continue to read the
TNE-Pocket material, and will see if the little spot of color we are
preparing to add to The Big Grey Map inspires me enough to start
working again on my part.  I will remain on the TML, and I will almost
certainly continue to playtest the TNE rules I have until I can obtain
the published versions. When those rules are in hand, I will begin to
type up the text of a sourcebook for TNE on the unbroken Third
Imperium, an idea that may or may not ever see approval by GDW and
which I will not discuss here until its future is known for certain,
one way or the other. I will finish running my MegaTraveller campaign
to its end, and see if the last set of people I care about in the
Traveller Universe, Grant and Company, make it to safety in Deneb
before the end (it's ironic that in Hector, the CymBiotic who ran
Grant's computer for him, I anticipated the Virus by over three
years). The PBEM I run with Mark Cook will continue-- the characters
have left the known Universe anyway, and we have time to consider what
sort of homecoming they will eventually endure.

And after that, when TNE is finally here? Who knows?

Perhaps I will take refuge in the old Imperium and dust off my ratty
old Classic Traveller books, and try to pretend none of this ever
happened. But I doubt it; that smacks of cowardice. Perhaps I, like
many others of my stripe, will take comfort from the highly unlikely
but metasatisfying pre-rebellion status of the Regency of Deneb, and
actually grow intrigued with the new mix of races and ideas there--
and perhaps I will learn to ignore the iron wall surrounding my new
little universe, beyond which there is nothing but grey paint. Right.

Perhaps my idea for a universe/campaign module allowing the unbroken
Third Imperium to be played using the newer (and hopefully better) TNE
rules set will fly, and I will be able to produce a work that both
serves those saddened by this turn of events AND provides GDW with a
worthwhile product that will generate good revenue. I hope so; in a
Universe once full of my grand designs, I now find that that little
as-yet-nonexistent book is my only real dream.

But one thing is certain: in my current ambivalent state, I am of no
use to anyone here as a resource, and must now officialize what has
been a de facto state of affairs since my mistakes in answering
questions have become more frequent and handled with more consistency
and accuracy by many others, all of whom have my thanks. I am hereby
resigning my post as Historian of the Traveller Mailing List, and am
remanding my duties to those who feel they can continue what I once
took joy in doing. I salute you all, and I'll see you, in some state
of mind or another, in the New Era.


Mike Metlay goes off the air immediately. I keep the flame. Good luck.
Communication ends.

#5442 Re: First thoughts after reading _Survival Margin_

Mike writes a long and deeply felt article, which I
to a large degree sympathize with.

I would, however, like to share with the Traveller
Mailing List a quote from something that Hans wrote
up, which is (I hope) going to be on the first real
page of the Aoreriyya Dawn sourcebook we're pounding
pieces of together:


>     "Domain of Deneb goes off the air immediately.
>     We keep the flame. Good luck."
>         -- Deneb, 1130
>
>     "Anybody got a light?"
>         -- Aoreriyya, 1200


I agree with Mike that what was done to the Third Imperium
was pretty depressing, from a "where'd my Imperium go???"
point of view.  I enjoyed over 12 years of gaming in the
third imperium myself, and have had a few small contributions
to it here and there.  It felt sort of comfortable, and sort
of homey after all these years, and I miss it.

Well, that's gone.  I support Mike's effort to do a "It never
happened" sourcebook, and if asked (and if I have the time)
would help with it.  But following what happened in the official
Rebellion I agree with GDW that the Imperium couldn't have
been saved.

Traveller has to a large degree become a blank slate.
If we can put our feelings about the demise of the previous
regime behind us, we can make that which succeeds the
Third Imperium as interesting a place as the Imperium was.
I see this as the challenge of the hour, and I am honored
that GDW has let the tne-pocket crew have a crack at
doing so, at least in our corner of Reavers Deep 8-)

I will be holding a wake for the Third Imperium at some
point (anyone who can make it to Berkeley is welcome).
But I also hope to help launch something new.

- -george william herbert

#5447 Re: First thoughts after reading _Survival Margin_

I have trimmed the esteemed Former Historian's lamentation down to what
I consider to be the most salient points:

Mike Metlay writes:

> What I AM saying is that I hate the game setting. HATE IT!
> What has happened is that I have seen the future and it STINKS.
>
> I am not stating facts here. Only my opinions. And I loved the classic
> Traveller universe. It was civilized; it was intelligent; it had solid
> background and a sense of depth to it that other games lacked. This
> was a huge, exciting, beautiful universe, from the Core to the Rim,
> from spinward to trailing! There was so much to see and do, so many
> different kinds of life to reflect, so many possible campaigns to run.

I'm with Mike here.  I can certainly understand the desire of the folks at
GDW to update the game system.  I'm not really hung up on game systems, per
se, despite all the fooling around that I've done with the MT design rules.
I don't agree with the perceived need for the update, but that is a long
digression that has no place here today.

The trouble that I have is that the new setting is DULL.  Ho hum...another
planet full of barbarians.  How clever can I be today?  "Yo, Starblade, bring
me my laser rifle...those guys have blowguns and they look a little more
dangerous than the last batch." :-( :-P  Was it here that someone mentioned
H. Beam Piper's "Gunpowder God" recently?  If not, they should have.  For
those of you unfamiliar with the works of Piper (shame on you! a seminal
influence on Traveller), "GG" is effectively an early draft of what became
_Lord Kalvan of Otherwhen_, a story of a 17th century tech level kingdom
menaced by its neighbors when their supply of gunpowder is cut off by the
priesthood of Styphon, a rather political religious organization which
zealously guards the secret of the manufacture of gunpowder in order to
maintain its authority over the secular authorities.  However, the similarity
ends there: In _Lord Kalvan_, the kingdom is located on an alternative time-
line, and is saved by the arrival of a Pennsylvania state policeman who is
accidentally dropped there after being caught up in a parallel-time machine
malfunction.  Calvin Morrison (Kalvan) fortunately knows the military history
of our own 17th century thoroughly, and is able to apply the lessons learned
to the situation in which he finds himself.  In "GG", the kingdom is located
on a distant planet and is saved by the intervention of a trading company
scout team with contra-gravity vehicles and machine guns, who massacre the
opposition in the course of a couple of days.

One of these is an exciting adventure story; the other was only reprinted
to round out an author's Complete Works collection.  What is the difference?
In Kalvan, the hero is challenged by the situation and has to struggle for
success.  In "GG", the heroes smash everything in sight without working
up a sweat.

Our games should resemble the former more than the latter.  The advantage of
the Old Imperium was that there were many planets providing _different_
levels of challenge, allowing the referee to provide interesting situations
without straining our sense of disbelief.  How is a ref supposed to keep
a game challenging when nearly every obstacle in the path of the characters
can be removed by blowing everything to bits?  It's not even like the Imperials
will hunt you down and send you to the Prison Planet (Adventure 8 (-:) if you
do something too antisocial.  Sure, you _could_ play the game without falling
into the "I've got the biggest gun" rut, but the internal checks and balances
of the setting have been removed.

Ah well--I've always maintained a continuously progressing timeline in my
own infrequent games, and for _me_, the year is still 1108.  It'll take
me a while to get to the point where I have to decide about the Rebellion.

Is civilization collapsing up there, ahead of me?  We'll see when we get
there.  But if it is, I think the universe is going to be a dull sort of
place, without the ability to inspire the near-fanatical devotion that we
oldtimers seem to have for the game.

Rob Dean