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10 questions to ask Joe Fugate

Now, here's rhe related question: How much computer assistance did you guys use for Game-Support?

How much would you have been comfortable with?
Computations and maps ouside of play?
Laptops for GM? Palmtops for GM?

====================================================
We used computer programs a lot for producing background, like generating worlds or designing vehicles.

I wrote a program that generated the sector data, of course. The I went one step further and wrote a program that read the sector data and drew the maps. It was pretty cool ... all I had to do was go into the final PICT file that was produced and add the jump routes, and move a few things around and voila! Map all set ready to send to the photo typesetter (1200 dpi).

I also did a lot of spreadsheets that I used to design robots with for book 8, and later for MegaTraveller vehicle design.

But as to gaming assists, never did much of that.

My tendency with my rules design is always to move toward overly complex, and then hammer on it to distill it down to come up with something simpler and more streamlined.

One interesting example was a streamlined combat system I came up with using the UTP. Some of the most fun combat sessions we ran was with that system because things moved so fast.

But that system never made it into print because it was pretty half baked and needed lots more work to become robust.

Would have loved to has a laptop or a palm for gaming assistance. And being a computer guy by profession, I prefer the computer to pages and pages of rules, actually.

But Gary also taught us the importance of the play-acting element and if you make this a high priority in your game sessions, you will tend to ref your sessions a lot more by the seat of the pants as to what makes a good story instead of being a slave to the rule book anyway.

It's nice to have the computer available if you want to use it. Plus with the internet today, it would be fairly easy to build some web services and then run game sessions online with gamers anywhere in the world.

Now there's a thought ...
 
Plus with the internet today, it would be fairly easy to build some web services and then run game sessions online with gamers anywhere in the world.
What, you mean like GRiP? ;)
 
Dear Folks -

Originally posted by JoeFugate:
It's nice to have the computer available if you want to use it. Plus with the internet today, it would be fairly easy to build some web services and then run game sessions online with gamers anywhere in the world.

Now there's a thought ...
Well, 3rd Edition D&D has an online massive multiplayer engine available. I've thought for a while that someone could add on a t20 Traveller universe (multi-world) setting with a little licencing and a lot of worldgen...

(You'd need to see if you can tweak the engine to put in t20's "realistic" damage - i.e. Lifeblood - as well...)

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The closest thing to a Traveller MMORPG is EVE Online. And that's not that close...
 
Next question ...

24. Why the strong coverage of linguistics for Gvegh and Trokh? I love that stuff and am curious if there was someone on the DGP staff with a similar linguistic bent.
====================================================

I've alluded to this before ... it was Gary. He could read or write at least 8 languages, including Sanskrit.

He was fascinated with the Vargr languages and played with them, trying to figure out what sounds a Vargr would have problems with in Anglic. So he developed a Vargr accent for Anglic, and used that whenever he role played a Vargr in one of our adventures.

It added a lot of ambiance to the session, and of course you can see how if you work to stay in character most of the session, this makes for some great fun.
 
And another question ... I'm going to jump ahead in the list and answer this one next.

30. Why was DGP so infamous for errata?

a) MT was a great game system, but with the exception of T4, has been the worst for errata. Was that just a time crunch?
b) A case of trying to do too much too fast? A lack of play testers or proofreaders?
c) Or some other reason?
==================================================

The short answer is we tried to do too much too fast.

MegaTraveller was especially this way for yet another reason. We did MegaTraveller all on our Macintoshes and GDW was still using pre-desktop publishing Compugraphic typsetting equipment.

That means everything we sent them had to be laborously retyped. That means many typos were introduced into the rules, especially into the tables and formulas.

Over the next couple of years, GDW converted to Desktop Publishing with Macs ... which would have made it possible for them to take our files and go with them directly.

Also, I had been so close to the vehicle design rules and we were under the gun by GDW to deliver to a tight deadline so we didn't have as much time as I would have preferred to debug them with playtesters.

This means the descriptions of how to do designs was not very well explained. Couple that with more than a few typos in formulas and tables and you end up with a confusing situation indeed.

That's why I was so eager to make errata available to correct for all these woes. And the rules are typical of my design style where they start out more complex than necessary at first, and get simplified as we playtest them.

But there wasn't really any playtesting done by anyone but me, which was a problem. I'm glad to see the examples on here by Aramis and others that change the process to make it easier.

That's the additional refinement I would have done had I had the time I wanted. I also agree with the notion that a streamlined system and a detailed system would have been better. Again, this all takes time.

I think a streamlined system could have been developed too, but it would have taken quite a bit more time, since I would need to play with the designs enough to find the patterns and develop reasonable shortcuts. Coming up with common subassemblies probably would have been one way to simplify things.

I used spreadsheets a lot to do the test designs. The nice thing about using elaborate spreadsheets is you can crank out many designs in a hurry, and really give the system a shakedown.

However, you also forget how complex it can be to do the designs by hand when you do that, so there's a downside to it too. I think that's a factor in the vehicle design rules.

Likewise, task based combat had too many rules, and needed to be streamlined, but we had to deliver to our promised deadline, so time didn't allow fully playtesting it like I wanted.

I also wanted to put a highly streamlined version of task-based combat in the rules, and I had playtested those somewhat, but they also had big gaps. The "fast combat" rules, as I called them, were a blast, because combat went so quickly it added a lot to the excitement level. But they needed a lot more work to make them publishable.

Funny thing is, now after 10 years, I have forgotten almost all the rules to MT. When I drag out something and read it, my eyes cross. "This crap is sure complex", is my first thought!

These days, I want simple and elegant. If I was to do a game, I would want the computer to handle all the details, and I would just want to enjoy the game without having to get bogged down into rules minutiae.
 
Originally posted by Hyphen:
Well, 3rd Edition D&D has an online massive multiplayer engine available. I've thought for a while that someone could add on a t20 Traveller universe (multi-world) setting with a little licencing and a lot of worldgen...

(You'd need to see if you can tweak the engine to put in t20's "realistic" damage - i.e. Lifeblood - as well...)
If you mean Neverwinter Nights it's not quite a MMORPG, at least not in the sense of EQ and the like. Now it is playable online but you don't have to and it's not one big shared world. Anywho, they've also made Star Wars: Knights of the Old Republic which has lifeblood, planets, etc. but it is a licensed setting, not a generic SF one.

Casey
edit-added linkage
 
Originally posted by JoeFugate:
MegaTraveller was especially this way for yet another reason. We did MegaTraveller all on our Macintoshes and GDW was still using pre-desktop publishing Compugraphic typsetting equipment.
Oh, man. That brings back memories. One of the things I did at my first (part-time) job was set up procedures for transferring data from Macs to a CompuGraphic typesetting machine over RS-232. That would've been c. 1987. I wonder if I could've helped you guys out.
 
Originally posted by Casey:
If you mean Neverwinter Nights it's not quite a MMORPG, at least not in the sense of EQ and the like.
D&D Online

Personally, I don't much see the point, though. These kind of games are so different from pen & paper games that the brand name isn't really anything but marketing. This thing is going to be closer to EQ than to D&D.
 
Joe: aside from the sequencing, I've found MT ship design fairly well put together.

Only two things REALLY bug me about it...
1 - Why does armor take no volume?
2 - why the Short Displacement Ton (13.5kL) instead ot the striker & Bk2 derived 14kL Displacement ton?
 
Aramis,

I would have thought that the reason for the Short Displacement ton was fairly straight-forward: two 1.5m-squares, 3m tall, occupies a volume displacing 13.5kL, making mapping much more uniform. Each dTon could then be easily viewed as four cubes measuring 1.5m on the side. In an effort to streamline mapping and visualization, the volume was "rounded off" into terms easily used in combat scenarios.

At least, that was my thoughts on the matter, when I first noticed it. I could be and am most likely incorrect, but it would be my guess.

Hope this helps,
Flynn
 
Hi Joe

Just thought I'd drop in on this thread to say a big thanks for all the good times I've had using DGP products. I think it's really good of you to answer our questions, especially after such a large time lag. I consider the DGP books I own (Solomani & Aslan, Starship Operator's Manual Vol 1) to be excellent pieces of work.

Thanks for all the fun!
 
Originally posted by JoeFugate:
Trying to do impromptu role playing puts you on the spot if you've never done it, but once you get over the awkwardness of trying it out, it gets to be *really fun*.

My guess is the average role player gamer doesnt do this much? And I suspect most Traveller GMs are game mechanics oriented rather than "role playing ambiance" oriented. Just seems to go with the Traveller mind set more.
Certainly true among teenagers. I remember the gaming club at my old school being astounded at how different my games were because I actually used voices when playing NPCs! Too bad they were too shy to do it among themselves :(
 
Originally posted by Flynn:
Aramis,

I would have thought that the reason for the Short Displacement ton was fairly straight-forward: two 1.5m-squares, 3m tall, occupies a volume displacing 13.5kL, making mapping much more uniform. Each dTon could then be easily viewed as four cubes measuring 1.5m on the side. In an effort to streamline mapping and visualization, the volume was "rounded off" into terms easily used in combat scenarios.

At least, that was my thoughts on the matter, when I first noticed it. I could be and am most likely incorrect, but it would be my guess.

Hope this helps,
Flynn
As near as I can recall, a discussion with Stafford Greene of Seeker revealed his woes in trying to get ship plans to fit into the displacement given. He noted that many of the plans resulted in ships too big for the tonnage.

This is probably why I went with the slightly smaller displacement, and I also believe I considered armor to be external to the ship, and thus increased its external dimensions, rather than reducing its internal dimensions.

All in an attempt to make Stafford's job slightly easier when trying to get it all to fit. Yeh, the difference between 14 and 13.5 is only about 4%, but every little bit helps.

That's what I seem to remember, but it's been 10 years, so I could have had some other reason I've that has completely slipped my mind.
 
Many thanks, Joe. Shiny new MegaTraveller Journals arrived in today's post (in even better condition than the ones that arrived when I had a subscription). Just one question...where's your signature/autograph?
 
Originally posted by kafka47:
Many thanks, Joe. Shiny new MegaTraveller Journals arrived in today's post (in even better condition than the ones that arrived when I had a subscription). Just one question...where's your signature/autograph?
Mine were somewhere on the first couple of pages.

I do want to note that Joe took the time to personalize it (i.e. to me) and to put a little saying with the signature. He even made each of the sayings different. Thank you again, Joe!
 
Mine were autographed on either the first page (TOC) or 2nd. Kudos to Joe! They arrived very fast, in great condition, and the autographs were as daryen said; personalized and with different sayings. Always a great touch in autographs! :cool:

Only problem is now I'm tempted to search for the rest of the issues. :eek:
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Good reads even if I've not much use for parts of the mags. They remind me of the best of the Star Trek fan pubs/ship & design books at the time in style (that's a compliment) though with an arguably cleaner look. Great artwork esp. for a mag. :cool:

Casey
 
Originally posted by kafka47:
Many thanks, Joe. Shiny new MegaTraveller Journals arrived in today's post (in even better condition than the ones that arrived when I had a subscription). Just one question...where's your signature/autograph?
If I missed the autographs, just let me know what you wanted me to autograph and I'll send you one that's been signed.

Then keep the other for an extra copy, or sell it on ebay. If I missed the autograph we'll assume it's my boo-boo and so I'll just send you out another one gratis.

These near-50 year old brain cells just don't work like they used to ... :D
 
I got mine a few days ago ... they arrived in perfect condition despite irreverent treatment at the hands of the postal service. Reading through Lords of Thunder now, great stuff! Thanks Joe!
 
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