TNE Complaints, and MY FIX! (so there!)

By VANYA ·

TML message #6117From bundle 504

OK, just to add my CR0.02 to this discussion.

Doing research for an upcoming adventure, I found in and old Challenge and
article writted during the early MT days. The article is a collection of short
comments on Traveller by people who have been connected with the game.  I
believe these comments, along with my useless commentary will go far in
enlightening people as to why I agree with Jo in her opinions of TNE.

<Please note, all these quotes are from Challenge#29, 'A Decade of
Traveller', written by He-Whose-Name-Will-Always-Be-Hailed, Marc Miller. My own
comments are the opinions of my pet Vargr.>

First, words of praise-

From Joe D. Fugate:
	"Marc Miller and the folks at GDW have done a fantastic job
	of building a science-fiction role-playing game with a
	consistency of background second to none in the industry.  And
	few (if any) science-fiction role-playing games can match the
	sheer 'open-endedness' that Traveller offers."

Indeed, Traveller (weather Classic- or Mega- flavors) has an incredible open
endedness.  TNE also has open-endedness, but not in the same way.  The universe
of Traveller was awash of incredible differences.  TNEs universe is all the
same color-the gray of the wilds.

From Mike Jackson:
	"One of the exciting aspects of Traveller is its versitility.
	Unlike other games, Traveller does not restrict you to one
	type of activity (such as crawling underground and killing
	monsters); you can participate in merchant activities, piracy,
	mercenary operations, exploration, diplomacy, end even
	espionage!"

Dangeous worlds spark incredible adventures.  If characters don't take chances
(weather fiscal, physical, social, etc), the adventure pales. Whats the use of
doing something if its easy? Or safe?  The TNE universe removes the real
dangers of the Traveller universe and replaces them with fake dangers - unreal
dangers.
1) Combat is very safe (avg damage from 9mm round-3.5pts, avd hits avg
character can take in chest (STR+CON)*3=(6+6)*3=36pts --> 10 rounds of 9mm):
the average party will run out of ammo before they are killed.  (I calmly let
him shoot me in the gut while I return fire.)  Well, that rules out mercenary
ops, piracy, exploration, and espionage as deadly pursuits.  Why shouldnt a
character pull his weapon and fight his way out of a situation if he KNOWS he
wont be killed? Traveller had deadly combat- usually, one hit, you're down: two
or three, and your DEAD!  This kindof forces characters to talk their way out
of situation (ie more roleplay, more fun).  If I wanted indestructible
characters, I'd play Champions.
2) Merchant activities are right out.  Noone to trade with, nothing to trade,
no money to buy anything.  If the wilds are as bad as they seem, what are you
going to buy?  Ag products? Most planets cant feed themselves.  Tech items?
Nope, the Virus took care of that. Oh, well.
3) Diplomacy? The Regency doesnt like that after their exploration ships got
zapped (how?).  The have the solution "coherent light and RAM grenades".  More
like gunbout diplomacy, but why not?  We cant be killed.

From Ed Edwards:
	"Consider two strong points which have led to the premier position
	of Traveller among SF-RPGs: First, Traveller has an extensive
	background.  In the past ten years the Imperium Campaign has
	produced the most extensive (in excess of 3000 unique pages
	of information) published background of any fictional universe.
	...Traveller is bigger than other RPGs because of the extensive
	background of the Imperium Campaign."

TNE trashes this background.  The Imperium is gone, its worlds charred
radioactive ashes, its people scattered to the elements and converted to
ignorant savages.  Dodnt Loren say one of the resons Traveller was dying out
was the complaints of people of the large amount of background material made it
difficult to get into the game?  Is detailed background a strength of weakness?
TNE doesnt care.  It trashes the background.  Who cares what happeded befor the
Virus Zap.  It doesnt affect us here.

Indeed, there is nothing in the TNE books that could not take place in a
backwater sector away from the Imperium and the chaos of the Rebellion.  (In
fact, in my campaign, thats what is happening).  So why did they trash the
Imperium?  Pety infighting? Ecenomic desires? Lack of originality (Gosh, we
cant think up all these new names for planets, lots just use the old ones.)?

Lastly, from Mr.Miller himself:
	"We've put ten years into the developing the details of this
	universe of the future, and we can't, we won't, let it fade
	away.  At the same time, nothing lasts forever; everything
	changes.  And in the interest of a more intruging future,
	the Imperium itself has to change."

Indeed.  The Imperium is no more.  Our beloves Third Imperium is gone, replaced
with many small, bickering factions.  There was no reaseon to trash the sectors
we know and love.  The rebellion was bad enough, but it worked in a gaming
sense.  The Virus just doesnt cut it.

And, to placate the naysayers out there-

My Solutions:
	Weve been using a Traveller variant rules system for about two years
now similar to 2300 in feel and mechanics.  We use a rewritten MT expanded
character generation system (modified for new skills, etc).  The combat system
is similar to Friday Night Firefight (modified to a task-based system), and a
modified DGP task system.  All in all, a fairly detained system with realistic
results- especially in combat.  Vehicles are modified Striker, ships are
modified MT, with the system changed to be compatable with Striker (wait, a
starship 250MW laser is 5 tons, but in Striker its three times heaver? Hmmm).
The Universe is Traveller with Rebellion, but an alternate future.  I havent
worked out the details, but outlines as such:

1130- Final Lucan-Dulinor battle, final large battle of the Rebellion. Dulinor
killed.  Iliesh falls apart.
1131- Lucan assassinated, power stugle in Lucans Imperium.
1130-1150 Consolidation of faction gains and lands, infighting of factions,
Lucan, Dulinor, Strephon factions fall apart, Aslan,Vargr,Deneb fighting slows.
Rebellion over, individual planets succeed from factions, form numerous samll,
mostly independant goverments.  New Long Night starting.
1150-1170- DGPs Baddied from the Core(highly modified) solidifies
Domain/Aslan/Vargr/Zhodani non-agression, devistates parts of Consulate,Vargr
Extants, Aslani holdings.
1170-1190- Soloidification of independant governments in area of former
Imperium.  Solomoni Confederation/Domain of Deneb/Margrets faction/RVE only
effective interstellar governments in former Imperium territory.  Begin Second
Rule of Man.  Sylean Federation reformed, parts of Core, Fornast and Ley
sectors.
1190-1200 Current era.

Why keep such large govts in existance?  Th protect the areas of the Former
Imperium from being overrun by the aliens.  Domain/RVE vs the Vargr,
Domain/Solomani vs Aslani, Solomoni/Margret vs Hivers, Sylean vs K'kree.
These areas had good reasons to keep efective interstellar government- fear of
alien invasion.
Eventually, I will flesh these ideas out, since they make more sence to me than
the Virus thing.  This Long Night wont be as long or as dark.

By the way, Where is Citizen Miller?  What happened to him?  Why didne he have
anythong to do with TNE?

			WITH RANTS AND RAVES TO ALL:
					-Vanya
Oh, PS: To those who say 'Dont complain unless you got a fix', I got a fix.  I
can complain because I love Traveller and hate to see it go down the fresher,
even if the guys tinkling on it is GDW. (Party Line, whats that?)