Joe,
Two parts to this post:
1. I wish to express a personal thanks. MT and DGP work in general meant a lot to me and my gaming group. I still play in that 'era' and I still troll e-bay for the rarer-than-gold productions (working currently on getting Arrival Vengeance and Assignment Vigilante, but would *most* like to get a hold of Rats and Cats - aka Solomani and Vargr).
I would like to thank you for:
A. The task system. I can run a game with it and a star chart and a page of weapon stats and that is all. (Well, two dice....). That I can't imagine in any other game... amazing!
B. Traveller's Digests: The art *WAS* traveller. I guess I owe Rob and his artists a big thanks. It wasn't just unrelated art. It *was* the scenarios, the ships, the people, the tech.... alive. And in colour on the covers. There were a few of those covers I would *love* to have had as a large wall sized print!
C. SOM v 1: It doesn't get any better for 'what is it like' than this product. It shares top billing in my list with the next item.
D. WBH: What hastn't it told me about worlds? Another amazing product. I just really wish I could have acquired a PC version of the generation system (Mac... cringe...shudder...nice looking though...).
E. The nugget approach to laying out adventures.
F. The equipment sheets!
H. The support for outlining the positions of each faction, thus legitemizing them or giving you a 'more than one truth' feeling about the Rebellion.
All of this and more are your legacy, along with many very very memorable gaming nights. That can't be understated.
I'd also like to convey my warmest wishes to all of your immediate family. They too laboured through the DGP period and paid a price for your art. I for one would like to recognize their sacrifice and say that even though you might not do it again knowing now what it was going to cost, let me say that I am very glad they have stuck with you and that a rapprochement has been achieved (seemingly). You can't buy back the lost time, but you can make the remaining time worth all the more and I believe you've done that. But I guess I just want them to know that the time they lost from you did bring some large measure of happiness to some thousands of souls out there. It might not be much of a bromide, but perhaps in retrospect it will help in some small measure of balance.
2. I'd like to address some specific things you've said:
"Joh Foo-gait" Heh, heh. Good job. At least they didn't do it as "Joh Few-gaw-tay". We make it simple ... just like it is spelled. Few-gait.
Looking at the way you've written your last name above in the first instance makes me chuckle because it almost seems like a computer programmer's in-joke. (I'm thinking Kernighan and Ritchie here....) (Heck, that comment is probably an in-joke that anyone who hasn't seen a lot of programming language textbook examples would even get.... good thing no one has a PGMP!).
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.
Care to speak more to this? I admit to being very interested. Any details you recall would be of interest.
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.
As I said, with a task system, some dice, a few very basic charts, I've ran entire campaigns. A bit of acting, a bit of imagination, and a powerful underlying simple rules engine (the UTP system) let that happen.
At one convention I attended, the refs had 3 tables going at once, different light cruisers in a fleet in the Solomani Rim. Each table is officers and captain of cruiser. Each has different allegiance (3 choices: neutral, dulinor, lucan). Game starts with NPC battleship and heavy carrier slugging it out when admiral is about to announce loyalty of fleet. This leaves PCs in charge of largest remaining fleet assets. Each table has a mix of each allegiance. So plots between ships and within ships... riots on the lower decks, black globes going up, fire control and fighters coming up, peace overtures, threats, one fighter launching after the CAG commander's faction lost on a ship then spinning 180 and depositing a nuke right down the throat of the AHL class cruiser.... but the memorable part was the chaos of this setting, of each player acting his role and having unknown (to the others) motivations and trying to find the motivation of the others.
For the record, when I played this, my ship escaped intact, after we had Marines with stun grenades clean up some gunners who were a problem in the lower deck (had a younger player playing the Marine major, I gave him direction, then went into my ready room... and the Ref, running the NPC Marine asked the Marine commander what to do... he said 'suppress the deck'... the Ref explained that had a fairly specific military meaning.... he then inquired again... the younger player waffled, looking for help, I was out of the room as a character so I said nothing, and thus the NPC carpe-diem'd and there were grenades going off in the gunnery deck). The 'role playing' here was the ref taking the role of the Marine Lt. and then later when the engineers told me they couldn't get the jump engines on line (Lucan symps, I think), I suggested that if the engineer didn't get them on-line, I'd have to send Lt. Mansell (the Marine who'd whammed the gunnery crew) down to 'assist in repairs'. Amazingly, my jump drive was ready shortly and I got my ship out of there, unlike the one that got the Factor 9 nuke up the launch tube....
Ah, now THOSE are memories.
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.
Any chance you could give even a brief synopsis of the approach or the methodology used here, if not the details? I'm interested to understand the approach you might have taken. This sounds like a great idea.
But I enjoy this sort of dialog as long as everyone shakes hands and remains friends at the end of the day. I think this sort of interchange leads to the best ideas and is one of the "secrets" to how DGP was able to produce products that were as good as they are.
I do this to my wife too, and she used to get really angry with me when I would do it because I generally agreed with her, but I wanted to also consider the alternatives so our conclusion would be a rational, well-reasoned one, not just purely emotional.
Hah! Someone who understands my methodology. It isn't about right and wrong or winning a point, it is about refining ideas and exploring strengths and weaknesses to result in a better and more sound final result (and the exploration of other perspectives has a mind-expanding value).
Anyway, let me conclude by saying if you ever are up Ontario way, drop me a line. The beer or single malt is on me!
Thomas B, Ottawa, Ontario
PS - Hearing from Joe and Dave Nilsen is like Xmas. I'd be giddy if we could get Rob or Gary to speak to us or Marc too. The funny part is when I think of this, Loren seems almost commonplace now, and that's quite shocking when I sit back and think about it. It's not commonplace in a bad way, but rather in a good, warm, familiar way - like the way at Cheers where everbody knew your name and were always glad you came.