tne character gen

By Jeff Zeitlin ·

TML message #5087From bundle 433

  I'd originally though of private-mail to Loren on this; then I
  decided that the rest of the TML was entitled to know my opinions.
  As a result, this will read like it's been written to GDW - which it
  really is, in a sense.

  1)  Why the change from base rolls of 2D6 to 2D6-1, and the
  limitation to D (13) on characteristics?  If this was done strictly
  for compatibility with T2K2 and DJ, I'd question whether the change
  is appropriate at all; what you've seemingly done here is change a
  16-base system to a 13-base system (since characteristics are now
  on a 1-13 instead of 0-15 basis).  The 13-base system has a higher
  level of granularity; the characters near the "racial norm" will be
  less differentiated from each other.  It seems to me that the use of
  this pattern in T2K2 and DJ was making something different for the
  sake of making it different; I see no advantage to the new pattern,
  and the Traveller/Megatraveller pattern has seniority.  Better to
  revise the others and make T2K3 and DJ2 use the old 16-base pattern,
  which allows for "finer" discrimination in physical/intellectual
  capabilities.  Better still to switch to a 20-base system (2D10 if
  you want the bell shape (my preference); 1D20 if linear is OK) for
  all of the games; you will get still more differentiation among
  characters, with the additional side effect of Education (in those
  games that have it) potentially being a description of exactly how
  many years the character has spent in formal schooling.

  2)  I _do_ approve of moving Social Standing from a UPP attribute to
  background information.  In most campaigns that I have played
  in/talked to others about, Social Standing was a piece of
  information that had little, if any, relevance to the game.  The old
  Vargr form of Charisma was too volatile for use with human
  characters, but was certainly a bit more relevant to play.

  3) The changing of END to CON and DEX to AGL appears to me to be
  strictly cosmetic, as does changing the order of appearance in the
  UPP.  If done for compatibility, the same comments as I made in 1)
  apply.

  Overall, I'd have to say that the new system isn't _bad_; the nits
  I'm picking are because I _have_ played Traveller for almost its
  entire lifetime, and have gotten what I think is a good feel for the
  game; I typically don't even look at tables much any more.  More
  seriously in need of overhaul is the ship design rules; I hope that
  those will be RFC'd (Request For Comment) here as well.  I'm working
  toward some ideas that would be appropriate for a stellar
  environment that's ripe for rebirth, as TNE is supposed to be; I'll
  RFC them on the TML when I have gotten them thrashed out enough.
  Obviously, they'll be based on the MT rule set; They should be as
  portable to TNE as the current world generation system is.

  I'd like to see some solid info on alien races this time around;
  DGP's Megatraveller Alien series was off to a good start, and the
  original Alien Modules weren't bad, but could have stood some
  expansion.  Let's see the alien stuff early on, and DON'T change the
  system as soon as you've gotten off to a good start, like has
  happened twice before.  I wonder if that was a contributing factor
  to DGP leaving the Traveller add-on market...  I'd also like to see
  more info on minor races this time, and some solid background info
  that can be used to allow for campaigns in space outside the former
  Imperium (more specifically, within the other major interstellar
  empires, and with _any_ of the races that might be seen within a
  particular sphere).

  The TNE blurb I saw on the back of the Arrival Vengeance folio seems
  to imply that certain fundamental characteristics of the universe
  can be altered at the referee's discretion.  Is this true, or am I
  reading to much into the blurb?  If so, I'd appreciate knowing what
  kinds of things can be accommodated by the rules for this kind of
  change; I like to stay within an "officially sanctioned" universe;
  the couple of times I did my own thing, someone came out with what
  appeared to be sanctioned material that, If I used it, would have
  rendered my prior work DOA.  I bit the bullet, and resolved that I'd
  stick to the real thing to avoid this in the future.  The Foreven
  set-aside was something of a godsend in this respect; it gives me a
  place to try out ideas without having to worry about being blown out
  of the water by official material.  On the other hand, while it
  tells me how things will play in Peoria (B-776978-A, 1032 Foreven),
  it doesn't indicate how they'll play in New York (yes, the one on
  Terra) or Regina, or Vland, or Capital... you get the idea... ;)

  'Nuff said; the nice people here on the TML don't have to listen to
  me ramble on and on...

  J/
  [email removed]

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