Time for another question ...
32. In retrospect, do you think the DGP products might have covered the OTU in a bit too much detail - leaving less for the imagination?
====================================================
Yes.
I think less detail probably would have been better. I think it would have been better to focus on a few star systems per adventure and detail them, and leave the Imperium star system positions, etc, somewhat more vague for the most part.
Provide a detailed sector once in a blue moon.
Personally, I think Traveller is designed backwards in this regard, a topic we often discussed at DGP.
Wargames are by nature, map oriented, and tend to be more sweaping in scale. Rarely do you see wargames that get down to hand-to-hand combat level. It's most often battalions or divisions, sometimes down to companies and platoons.
But role playing games are about individual characters and what matters to them. Thats one big reason why fantasy gaming is so popular. Fantasy gaming doesn't focus on detailing half of the known universe. Just what matters to a few characters.
So Traveller was designed with this star-spanning map mentality, not character-centric. But that's all backwards. As a role-playing game, it should be designed from the character out. The farther you get from the character, the less detail you should be concerned with.
It's not surprising that Traveller would have this orientation, since GDW was first a wargamming design company, and a huge-scale wargamming design company at that. Look at their Europa game series. Massive in scale and scope.
While the wargammer in me really identifies with this orientation in Traveller, I don't think it is condusive to popular opinion in the RPG market and has somewhat "doomed" Traveller to remain a niche game.
And I'm not sure there's much you can do about this perception now. What's done is done. For a science-fiction role playing game to be more popular, it needs to be character-centric through and through, with rich world detail and an motivation that keeps you there for a while so you get to know it and it's people. The galaxy spanning star charts and constant system hopping part should remain very much in the background, because that's not role-playing, that's wargamming.
So Traveller is what Traveller is, and I think it would be real hard to re-invent a version that would appeal to a larger market. I'd love to be proven wrong, but I think the real answer would be to design a more character-centric SF game as AI was meant to be.
Or this new "Masters of Antiquity" game idea I mentioned, where intelligent beings show up on Earth during the Cretaceous, and forever alter the direction of prehistoric history ... seeding the earth with lifeforms genetically engineered to gain dominion over this planet ... warm-blooded ones to replace the cold-blooded ones. And that's only the beginning ...
32. In retrospect, do you think the DGP products might have covered the OTU in a bit too much detail - leaving less for the imagination?
====================================================
Yes.
I think less detail probably would have been better. I think it would have been better to focus on a few star systems per adventure and detail them, and leave the Imperium star system positions, etc, somewhat more vague for the most part.
Provide a detailed sector once in a blue moon.
Personally, I think Traveller is designed backwards in this regard, a topic we often discussed at DGP.
Wargames are by nature, map oriented, and tend to be more sweaping in scale. Rarely do you see wargames that get down to hand-to-hand combat level. It's most often battalions or divisions, sometimes down to companies and platoons.
But role playing games are about individual characters and what matters to them. Thats one big reason why fantasy gaming is so popular. Fantasy gaming doesn't focus on detailing half of the known universe. Just what matters to a few characters.
So Traveller was designed with this star-spanning map mentality, not character-centric. But that's all backwards. As a role-playing game, it should be designed from the character out. The farther you get from the character, the less detail you should be concerned with.
It's not surprising that Traveller would have this orientation, since GDW was first a wargamming design company, and a huge-scale wargamming design company at that. Look at their Europa game series. Massive in scale and scope.
While the wargammer in me really identifies with this orientation in Traveller, I don't think it is condusive to popular opinion in the RPG market and has somewhat "doomed" Traveller to remain a niche game.
And I'm not sure there's much you can do about this perception now. What's done is done. For a science-fiction role playing game to be more popular, it needs to be character-centric through and through, with rich world detail and an motivation that keeps you there for a while so you get to know it and it's people. The galaxy spanning star charts and constant system hopping part should remain very much in the background, because that's not role-playing, that's wargamming.
So Traveller is what Traveller is, and I think it would be real hard to re-invent a version that would appeal to a larger market. I'd love to be proven wrong, but I think the real answer would be to design a more character-centric SF game as AI was meant to be.
Or this new "Masters of Antiquity" game idea I mentioned, where intelligent beings show up on Earth during the Cretaceous, and forever alter the direction of prehistoric history ... seeding the earth with lifeforms genetically engineered to gain dominion over this planet ... warm-blooded ones to replace the cold-blooded ones. And that's only the beginning ...