I have been passively looking at the debate over Neo-Traveller for some time now
and I must throw in my $.02.
Two or three years ago I went whole hog and bought a new gaming system (MT)
which I thought I had played--I had experience with Traveller. Within two weeks
I fell in love with MT and waited patiently for updates (an by this time, err
ata).
The game makes sense to new players--"Well that's a simple task-You gonna do it?
" Well, they can deal with that kind of information--as opposed to ship desig
n--which a new player can't. Of course, I'm not sure new players should need
to
design ships.
Someone else suggested that GDW put out a ship-building book with cogent
examples of each category of ship to be built. I like this concept--it is what
I was missing until I found the TML. I would also like to see this for robot
s
and computers--if you compare MT's computers and book 8's robot brains to
today's real capability, MT comes up short. The people I play with are the
ultimate techies, and spend most of their time designing. So I NEED logical, up
to date design rules.
I know a lot of other people have said what I am saying, perhaps more clearly,
but I feel that we need to let GDW know how many of us want to keep the
Traveller concepts
bill
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* Bill Farrar * InterNet [email removed] *Blank on Purpose*
* * [email removed] ******************
******************* [email removed] * Confucius Say: *
* --- a lowly * [email removed] * Computer *
* college student * AT&TNet [phone removed] * Nerds *
* who spends * SnailNet 12841 UNCG Station * do it *
* too much time * [address removed] * Sytematically *
* in fromt of a ************************************************************
* and not enough * a.k.a MegaTraveller Man, Canyon Man, *
*with real people.* and The Mad DM *
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