Re: New Traveller
In reply to #3130 New Traveller by Hans Rancke-Madsen
Scott Kellogg writes: > Problem: How do we get them to listen to us? The only way I can think of > is a psy-ops campaign. If we just yell and flame at them, they will NOT > listen. So, I think we have to calm down our tone a bit. If we come across > as REASONABLE people I think we have a shot at it. I mean if we have > complaints about the revisions, I think we had better be able to come up > with alternative ideas rather than saying, 'I don't like this' You're right. Unfortunately, many of us also have time constraints. I, for instance, have a great deal of catching up to do at work (having just returned from vacation). If we really want to provide REASONABLE and CONSISTENT alternatives, then someone will have to take some time to compile people's ideas. [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] [[ ]] [[ TMLer Joe Heck has already offered to do this ]] [[ as I announced a few days ago. Please make sure ]] [[ to send your comments to the TML and/or to Joe ]] [[ directly at [email removed]. He ]] [[ Will summarize the responses and post the digest ]] [[ to the TML, where it can be passed on to GEnie. ]] [[ ]] [[ -- James ]] [[ ]] [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] I think that many of us have similar, or at least compatible, ideas about what to do with Traveller. If someone would be willing to look at my ideas and incorporate them into a "proposal" of sorts, I'd be willing to put my name on it. Then, we could present it to GDW and say "The following x people talked about it and would like collectively to see these things: ..." So, would you like to do such a thing? To get you started, I'll name a few of my preferences: o PROOF-READ it and have a few dozen non-gamers try to learn the rules by reading it!!!!!! o The name "Traveller", or "Traveller, 3rd edition". No fancy prefixes or suffixes or whatever. o A good task system. The MegaTraveller system is good (although not quite so perfect as some have been claiming recently). I haven't seen the T2k2 rules, so can't comment on them. o The Traveller background. Don't totally ditch everything that is out there now. Moving the timeline forwards is OK by me, though. o A STABLE background. We don't need galactic revolutions taking place. It's nice to be able to create campaigns in the official universe without having to take such things into account. It's OK to have a section of the galaxy in turmoil, but not all of it. A Long Night is also OK, since it is at least stable. It could even be preferable, since it allows GMs freedom when designing their campaigns. o Realistic and CONSISTENT science. This virus thing seems to be REALLY stretching it, even if it's got abilities such as Iasic of the PBEM. I've got to see it to believe it. Also, stick to conservation of energy. Even with the OLD Traveller rules, any player with a small spaceship could single-handedly decimate a world. Jump drives and grav drives are OK as long as you explain them and don't get a free ride w.r.t. energy consumption. Grav drives must use as much energy as the difference in gravitational potential energy. Jump drives cannot jump to a higher point of potential energy without a commensurate cost. By the way, this is a very good reason why jumps can never be into open space, but only into a star system, and wouldn't crash you into a star or planet. o Rules for construction of vehicles/spaceships/robots/guns/whatever. They don't need to be in one place, but this is one aspect of Traveller which many people seem to like. They also MUST be easy enough to do without a computer and in a reasonable amount of time. This is rather important -- there are many GMs and players who love to spend time designing things. It's a form of solo play. o Keep detailed character generation. It really adds to the flavor of the game. It's also good to have some randomness, although this may be optional. From my experience, random generation of characters and character backgrounds leads to better role-playing and less munchkinism, even with experienced gamers. o Don't make any one character type or character generation method vastly superior to any others (if there are different methods). The original Traveller fell into that trap starting with Book 4. o Don't make Traveller or MegaTraveller stuff obsolete. Provide for conversions to the new system. Where things are changed in the new system, don't make them so different that you can't simply "fake it" with old characters/designs/etc. o Does anyone else out there like the 6-sided dice? I always identified Traveller with 6-siders and the 2d6 bell curves used for everything. I'm really sorry to see this go. I mean it. The whole feel is different. Somehow, the fact that you don't need any special dice or equipment gave Traveller a FEEL unlike any other RPG. It sounds strange, but I think that this really makes a difference. Could someone (please) offer to compile a list of these and other similar ideas and send them to GDW? Barring that, I hope someone will at least forward this to GEnie. (I really wish they'd hook into the Internet. They should realize that they would actually be gaining customers, not giving away their services. Once people on their net started getting into more and more mailing lists and such, GE would have more business than they could handle. And people would still use GEnie. The business they gain would vastly outweigh the few they lose who have both free access and pay for GEnie. I doubt they'd even lose those people. OK, enough ranting for now 8-). Jerry Williams ([email removed])