Another GDW reply

By bryan borich ·

TML message #4422From bundle 370

Item    2193869                 92/07/01        20:50
From:   GDW.SUPPORT                     Loren K. Wiseman
To:     B.BORICH                        Bryan J. Borich
Sub: TML transfer

Bryan,
     Please post the following to the TML, if you haven't received it already.

 R. Dired, A reply to you will also serve as a general message to some on
 the TML. Here goes:

 < I simply cannot agree...with some of the most basic decisions you
 are making.

 I understand that, and I don't count that against you. I used to get
 PO'ed when people disagreed with me, or didn't take my advice, but
 I don't anymore (life's too short). I respect your opinions, but I
 expect others to respect ours in return. GDW will stay in business
 or not depending upon decisions that I and others here make. If
 it was only my paycheck I was risking, I'd be inclined to make
 different decisions, but other paychecks than my own depend on what
 course we take. We choose to do (or not do ) what we think will
 please the majority of our consumer base. We have to, or we won't
 stay in business. The fact that I am writing this letter on GDW's
 19th anniversary indicates to me that we make more good decisions
 than bad ones. I don't claim we always make good decisions...and I
 certainly don't claim that the ones we make please everybody
 (that's impossible).

 < Wouldn't a TNE/DJ be not only cheaper, but be an easy way to
 < expand the market of both? I'm not kidding about this.
 A combined Traveller: New Era/Dangerous Journeys is not possible. The
 reasons are too complicated to explain here, and some of them are
 proprietary anyway.

 < ...bad rules are not discarded. Was a single rule thrown out from
 Trav to MTrav?

 I don't know. The Traveller to MegaTraveller conversion was not
 well thought-out, and was badly handled both in-house and out.
 I was not and am not involved in any aspect of MegaTraveller or
 the shift from original Traveller to MegaT. No one connected with the
 T--->MT project is involved with the TNE project.

 As for bad rules not being discarded, an example to the contrary from
 Twilight: 2000 (1st): "1 game shot = 3 actual bullets" Even though we
 stated this in the rules, a large number of customers consistently
 failed to grasp the concept. The single most commonly asked
 question about the rules was "Why are all the firearm magazine
 capacitiies one-third what they are supposed to be?" This
 was obviously a rule that wasn't working (a "bad" rule, in my book),
 and we dropped it when we revised the game.

 In Twilight: 2000 (2nd), we did not give characters enough skills to
 suit many of our customers. We are in the process of correcting
 this (revisions will appear in the $4.50 Twilight: Ref's Screen).

 We made a number of realism vs playability trade-offs in Twilight,
 both in the first and second versions. One of these tradeoffs was
 to increase character survivability. In a game where firefights
 are common, characters die quickly and often if the lethality
 of the weapons is not carefully considered. Our early playtest
 sessions with a deadlier system convinced us that people REALLY
 don't like spending a lot of time generating a character only
 to have him/her killed in the first gunfight.

 < You are quick to dismiss any negative comments as attacks, and
 < then ignore them.

 How do you suggest that I react to a statement that implies that
 Twilight: 2000 has "autofire rules where being blind isn't any
 hindrance"? The word "blind" does not occur in the rules in the
 context you mean. I assume you are taking issue with the rules
 that separate fully automatic fire from semiautomatic fire, and
 which do not require firearms skill for "rock and roll"? Why
 don't you say: "I don't like the fact that autofire doesn't
 require firearms skill." Many of our customers did, and we will
 be changing the rules because of it.

 Frankly, I feel that pointing an M16 (or whatever) in the general
 direction of your target and holding the trigger down (which is
 what autofire means in the game) does not take much (if any)
 skill, and I know a couple of combat vetarans that agree with me.
 However, I have been convinced that some allowance for skill
 needs to be made, and I will be incorporating a rule change into
 the Twilight: Ref's Screen. Characters without firearms skill can
 still pick up an SMG and spray away, but people who know what end
 of the weapon the bullets come out of will be able to bring a
 little more control to their autofire.

 < No one I know will play any GDW games without heavy prodding -  < usually
rule problems.

 And have any of these people bothered to tell us what these rule
 problems are? Are they really problems (like the ludricrous fission
 fuel requirements in Mega?), are they "I wouldn't have done it
 that way..." rules, like using D10s instead of D100, or are
 they misinterpretations (willful or otherwise) of the rules.
 < I and others could, if we thought we weren't wasting time, add heap
 helpful ideas

 We'd love to see them. Just don't get PO'ed if we decide not to use them.
 Just because we don't take advice doesn't mean we ignored or dismissed it.
 It doesn't even mean that it is wrong. It just means that we decided to
 do something different, for whatever reason. (One of the three laws of
 the universe I'd like to get repealed is "Alternatives Exclude.")

 Loren K. Wiseman

=END=