this by apologizing if any of this has appeared on GEnie before,
since some of it has appeared on the TML awhile back.
The first thing I'd like to see in the new Traveller is the flavour of
'classic' Traveller. I belive that the flavour of the background is the
number one reason for 'classic' Travellers popularity, and the fact that
there still are people who play the old black-cover adventures and start
new campaigns using them. I have run campaigns in the Traveller 'universe'
using 'classic' Traveller rules, MegaT, SpaceMaster and I have heard about
people who use this background but the GURPS rules. So while the rules may
change, the background is the most important part.
Mike Mikesh suggested chaos in the centre of the Imperium and a normal
situation behind the claw. I could go for that so long as there *is* a area
that holds the flavour of classic Traveller.
I think that this is what the 'old-timers' are looking for in a new Traveller.
The second thing is the most important one for the new players that
hopefully will begin to play Traveller. This is that all the things one need
to start to play (except for dice, since Traveller use d6) should be in one (1)
book. I remember when I started to play Traveller. All we had was The Traveller
Book and the Kinunir adventure, and we did ok for several months.
If it isn't possible to put it in one book, it should at least be in one
box, but even this is stretching it. New players is much more likely to buy it
and try it if they get all they need for trying it in one book. If they have
to buy several books they will be more hesitant because of the risk that they
won't like it. And if they don't buy it, they won't even get a chance of
liking it.
I've done this myself on at least one occation.
The third thing is the general impression of it. This can be divided into
freedom from bugs and Art and slickness. When it comes to freedom from bugs,
GDW has a bad history I'm sorry to say. Dark Conspiracy were acceptable from
this point of view, and I thought things were looking up, but then I saw the
Nautical/Aviation manual:(
My personal suggestion would be to let people who know as little as
possible about the game do the proofreading and playtesting. The reason for
them doing the proofreading is that people familiar with the system tend to
'fill in' things that they know by heart. Cases in point is the lack of
table of the availability codes and the lack of any mention how contacts make
it easier to find equippment in Dark Conspiracy. People like me who have
both T2k and Merc know this already, of course. But if I was a newbie, I would
feel left out in the cold. It creates a bad impression.
Art and general slickness is also very important. I know it shouldn't be,
but it is and we've just have to accept that. From this standpoint I'm sad to
hear that Rob Caswell won't be doing any art for it, since the equipment
drawings are very important in defining the traveller 'feel'.
Now we've come to the mechanics: The fourth thing is A Task System
(capitalization intentional). One where *everybody* risks getting a very bad
fumble or very good success, not just those who are very bad/bery good at what
they do. One where there is some suggestion on the time different actions take,
and where even the non-skilled have some chance of succeeding in very easy
tasks. If I should compare existing task systems, I'd rate MegaTraveller as
a 10 on a scale from 1 to 10, Spacemaster as a 2 and T2k&Co as a 5 (adequate
if it is refined and added to).
The fifth is to have basic versions of needed parts of the rules, like
design-systems, world design, and a good selection of vehicles in the basic
rules (good selection as in The Traveller Book) and then put out expansions
with a detailed design system for vehicles and world, and a trade system that
makes sense.
One extra reason for design, exploration and commerce rules is that they
allow for solo play. A friend of mine even managed to get a program that
auto-traded in the Spinward Marches accepted as a special computer project in
high school:)
Five point five: I agree with Farstar about the level of the design-
systems. One basic level with large building-blocks like 'bridge' (consoles,
sensors, and crew positions), 'weapon' (turret and controls) and the like. One
more advanced roughly equivalent with todays MegaTraveller design system, and
one where I can design a 1500MW rapid fusion gun with a ROF of 340 and point
defence fire-control or a special purpose computer. The need for this last
level is there: Some of my MegaT vehicle designs have used weapons designed
with Striker.
The same applies for worlds, trade and small weapons (although I think that
Greg Porters 3G can handle small-arms with suitable conversions.)
The sixth thing is Adventures. If the rules are the hardware, the adventures
are the software, and as Texas Instruments found out, putting out hardware,
in their case the TI-99 micro 'computer' without the software is the A-number-
one best method of making it a total flop. Good adventures are essential to
the success of a game and *several*shorter*introductory*should*be*in*the*basic*
book!* (I'd like to say 'as in The Traveller Book' but I'd come off sounding
like a parrot then:)
Maybe the return in dollars per hour really is greater for oneshot new
settings like C&D, but lots of unsupported games lead to lots of players that
feel that their game is inadequately supported, and that just might make
force them away from that company.
The seventh thing is the importance of good advice. This is a resource that
is almost free for the taking both on the TML and (I assume) GEnie. Think of
this as a form of 'proofreading of concepts' that will plug the worst cases
of potential for abuse like reactionless thrusters (should IMO be replaced
by the classic fusion rockets of bygone days and old 1ed High Guard).
Together with the third thing, this means two playtesting groups: One that
don't know about the game that test if for ease of play and freedom from
abiguities, and one that do know about the game that test it for holes and
unessesary bad science.
The secondary skills of the persons making up the companu making a game
shines through very well, the areas where they lack skills tend to stick out
to those who know something about that area. By testing the ideas with people
who have the skills those areas will be covered.
And it's free.
I'm sure that there are several other things that I'd like to see in it,
and I'll probably remember them all the instant after I press the 's' key,
but here is the eigthth (?) and last: I'd like to see that Star Viking,
since it use the word 'viking' in the name, manage to stear clear of all the
stereotypes of bloodthirsty-seven-feet-tall-blonde-bearded-horned-helmeted-
convent-burning-christian-babies-killing-sword-waving-barbarians. Read up a
little on the vikings, find out that the MiddleEast-European trade they
set up had a far greater importance than the scattered raids they mounted.
And please, please, please get the helmets right (hint: the last time anybody
wore a hored helmet around here was during the bronze age, which is some
time before the start of the viking era). That the vikings wore horned
helmets is an invention by the late 19th century era.
(And I managed to make number eight about what I'd like to see in Nova-
Traveller and not what I *don't* want to see in Nova-Traveller:)
- -bertil- (Bertil Jonell)
PS to Rob Dean and Carl Fago: Thanks for remailing this.
PS to Bryan Borich: I'm working on the Postscript.
- --
"It can be shown that for any nutty theory, beyond-the-fringe political view or
strange religion there exists a proponent on the Net. The proof is left as an
exercise for your kill-file."