Re: (2823) Re: physics nullifiers and 2810: A Discussion from GEnie
In reply to #2823 Re: physics nullifiers and 2810: A Discussion from GEnie
Cites: #2823
In his letter dated Mon, 26 Aug 91 14:06 EDT, Gerry Williams wrote: > > Of course, you could also forget about justifying everything and > simply play the game 8-). > You could. (And in the real world, mostly I do...) What I have an aethetic objection to is any game in which really strange things are done to the 'reality base' for no apparent gain in the game's play. I think of it as the same sort of trouble I would have with a fantasy game that made swords better than halberds for wounding someone in plate armor, or a modern game which is supposed to be 'realistic' in which characters can routinely absorb a couple of .50 caliber machine gun bullets in the head <!> without becoming unconscious. It destroys my suspension of disbelief. For Traveller, we basically have to accept the Jumpdrive and the grav plate in order to stay with the game. My aesthetic preference is that new technologies not be multiplied to cover what were probably intended as approximations in the rules. What Traveller really needs is a set of Designer's Notes, to tell us what sort of things they skimped over and why. I also tend to see most of these new explanations for rules as creating more problems than they solve. If an inertial compensator is really a misnomer for a grav plate system that is aligned opposite the engine, then we haven't altered the assumptions of the game. If it really 'neutralizes mass' then we have to spend a lot of time explaining why this simple <?> TL9 invention <per the GEnie note> isn't used to ease transport problems at higher tech levels, and why (for example) we don't just put a little tiny rocket on the ship, nullify the mass, and accelerate at 150Gs for a couple of hours until the fuel runs out instead of carting around those big fusion plants. Despite the fact (or maybe because of it) that I have done extensive work with the new vehicle design system, I feel that it was not especially improved by addding all the extra detail compared to High Guard or Book 2. However, because it is so detailed, my aesthetic sense is once again offended when someone suggests to me that thousands of megawatts of power can be pumped into some sort of mysterious agility generator, when the system requires me to specify every piece of electrical equipment down to the cigarette lighter. (-: Where is this agility generator hiding, and how much does it weigh per kl? (-: If the inertial compensators are responsible for agility, then the rules should tell me that a ship that has none has no agility, right? Ah well, what can I say? The current rules are just not very well thought out in a lot of important ways. (All cargo is worth the same amount per kl? Makes for a very dull merchant game, let me tell you...I'm tossing that out and using Book 2 again for the moment...) The strength of Traveller is in the background. Enough ranting for now. Is anyone else going to be at the World Science Fiction Convention in Chicago? Leave a message for me on the Voodoo message board if you are. (If you've been to a worldcon you know what I mean...if not ask a native.) Rob Dean