GENIE: A Possibly Ex-Customer's View

By Nicholas Sylvain ·

TML message #3213From bundle 267

Well, now that the TML has a direct line into GEnie and the connected
folx there, I figure it's a good opportunity for me to let loose.

Classic Traveller --- A Good Start

If we are to try and truly *GET IT RIGHT* this time, I think a brief look
into the well-loved game that started it all is in order. After all, if I
hadn't bought a LOAD of Traveller stuff (and loved it all), I probably would
never have tried MT (and I nearly didn't, but thank the PBEM for that.)

What did I love about Traveller? Simple (perhaps too simple), playable rules
that never got in the way of the play. Logical rules organization. Convenient
packaging. (I never had problems 'porting Traveller!) Classic style in the
presentation. (Basic black with the print in a one-color shtick was a nice
way of doing things. Certainly made them stand out, IMHO.) And MODULES!

LOTS of modules. FUN, interesting, playable! And yet informative as well,
building up the background as they came out. I have extremely fond memories
of Kinunir, Leviathan, Prison Planet, and even Murder on Arcturus Station.
The regular does of JTAS helped as well.

MegaTraveller -- Running in Place

A few steps forward, a few steps back. There was enough here for me that I
don't consider any of my MT spending wasted (except for my shameful weakness
in buying the COACC abomination), but at the same time, I am now very much
aware of its shortcomings. A multitude of opinions have gone over the ether,
so let me use a legal conceit and add my own.

MT: Concurring Opinions

The task system. One of the best ideas, I like it immensely, together with
the fleshing out of the skills system.

World Builder's Handbook and the Alien modules. Great stuff, especially for
all of us people who get tired of a universe with so many humans. I liked
Starship Operator's Guide because it helped to fill in information that is
important to understanding -- helpful when you are trying to GM or play a
situation where the rules aren't of help, and even more, give some more
clues about 'day to day' character existence. (When you consider just how
many characters spend significant amounts of time aboard ships, the more
this can be fleshed out, the better.

The design system -- I like an integrated, detailed design system. When it
comes to starships (especially), I really enjoy building ships from the
ground up and tailored to suit, with significant detail. (I do agree that
a quick-design system might be useful in some situations, reminiscent of
the classic traveller system - one from column a, one from column b, put
the pegs in the holes, and voila, instant starship. just add water...)
I liked Striker, so naturally I appreciated the MT design system, with
one caveat -- as has been expressed, when I want to, I like being able
to design lasers and missles, etc. while also having some prepackaged
systems to choose from otherwise.

MT: Dissenting Opinions

Frankly, I never was real excited about the Rebellion background, as I am
a decided "Behind the Claw" person, obviously going back to Classic Traveller.
I *liked* the idea of concentrating on a one or two sector region and doing
it *in depth*. Anything more was nice. (I wouldn't really mind if the rest of
the Imperium & Co dropped off the face of the universe - just keep the Zhodani,
Aslan, Vargr, and such. We need more aliens, not fewer.)

I can see the usefulness of a totally die-based character system, but I tend
to prefer player-dictated character generation. When I play a character (as
in the mammoth TML-PBEM), I generally settle on a concept after some thought
and then create the character's skills and history based on that idea. It is
part of the reason I liked T2k (1st ed) --- some randomness in personal
characteristics, then skills are bought and allocated.

On a related note: more descriptive material in terms of the character
generation would be useful to me: i.e. some more information on educational
institutions (does it work on the BS/MS/PhD system we have?) and the like.

An intuitive (if that is possible) space combat system with a better flow
and a real feel of excitement (personal combat too, I suppose.) I think that
some more detail would be nice, as I think it's a little too abstract in
both cases, and when that's so, you just don't get as worked up about it.
The design system lets you build ships down to the bunkbeds, but you can't
destroy it quite that way... Combat is chaotic, lethal and dangerous, and
decidedly so if you are talking about FGMPs and Meson Guns, armor
notwithstanding.

- ---

As to the question directed to us T2k skeptics, I read the system as it
was presented in 2nd ed, and didn't much care for it (along with other
parts of the new ed) so I never wasted my money on it or any other system
which has used it.

(I have to comment on the complaints about some comments not being
constructive. It seems akin to a situation where somebody says "We are
going to rip up the Constitution. Taking that as a given, do you have any
constructive comments on what we should replace it with?" If you want to
make a fundamental shift in Traveller, no doubt you will do so, but you
have to grin and bear it when outraged people speak up.)

If the idea is to create a Long Night situation, I think you should put
it IN THE LONG NIGHT! Why go to the trouble of aggravating everybody
(especially those in the know) to create a situation when you've already
got the situation set up? I for one would be interested to see materials
that are set in Traveller's past, somewhere in between early spaceflight
and "modern" 1000-1100 era history. If you did that, I for one just might
stick around and even buy it. The KISS principle is valuable here -- or,
to put it another way, why open a new can of worms that aggravates people
when you don't have to? The virus idea is per se stupid.

Enough for now. (And if Traveller 3 gets botched up, I suppose I can always
go back to wargaming....)

"A well regulated militia, being necessary to the security of a free state,
 the right of the people to keep and bear arms, shall not be infringed."
                   -- United States Constitution, Amendment 2

Nicholas Sylvain ([email removed])
Marshall-Wythe School of Law
College of William and Mary