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10 questions to ask Joe Fugate

Pluto?

Wasn't there something about people trading their bodies for android bodies, and hiding the remains of the their original selves under the ice on Pluto?











<thwack! />
 
The Larry Niven book World of Ptaavs had something unusual under the ice of Pluto as well, and contains a neat scene of Pluto burning. Accurate? Don't know. But fun.

Colin
 
I always have figured that the mountains on Pluto/Yuggoth were the original Mountains of Maddness with a transdimensional portal connected to the largely depressed mountains in Anarctica.

Sure it is a thin Methane atmosphere but there might be seas in which Great Ones lie. The Pluto site will be explained in the Interstellar Wars period. One just should remember it must be something that the Solomani and Imperium wanted to keep quiet.
 
Hi ... haven't been here for a while.

I think we've covered most of the questions. Anything else before I fade away (I may still lurk from time to time, just not as frequent as when I was heavy into answering the questions on "the list").
 
Originally posted by kafka47:
Sure it is a thin Methane atmosphere but there might be seas in which Great Ones lie. The Pluto site will be explained in the Interstellar Wars period. One just should remember it must be something that the Solomani and Imperium wanted to keep quiet.
Well, realistically speaking Pluto quite probably has an ocean under the ice like Europa and most of the other icy bodies in the solar system...
 
Originally posted by JoeFugate:
Hi ... haven't been here for a while.

I think we've covered most of the questions. Anything else before I fade away (I may still lurk from time to time, just not as frequent as when I was heavy into answering the questions on "the list").
Joe,

Looks like you managed to run everyone out of questions. Very impressive. ;)

Thank you so much for stopping in and taking the time to answer them. I really appreciated it, and obviously everyone else here did, too.

Good luck on your continuing endeavors, and God bless.

Mike West
 
Originally posted by JoeFugate:
Hi ... haven't been here for a while.

I think we've covered most of the questions. Anything else before I fade away (I may still lurk from time to time, just not as frequent as when I was heavy into answering the questions on "the list").
Joe--

Many, many thanks for stopping by and for all the work you (and everyone else at DGP) put into Traveller.

Any MTJ still available?

Pax,

--michael
 
Actually, let me follow up on that last: I sent some money, but I haven't actually seen anything arrive yet and it has been quite a while. Is this normal?
 
Yes there are plenty of the listed items still available. MTJ 3 and 4, as well as TD19s.

Kaladorn ... what did you order? Once in a great while, the carrier looses the shipment. If a couple weeks goes by and you don't see anything, be sure and let us know. Email: office@mymemoirs.net ...

This has happened just enough that I think there's a couple carriers out there who have a complete collection of DGP products (with spares) that they're hanging on to. :D
 
There is one comment that I would like to make. In thinking over the DGP years, there is one contribution to Traveller that I am most proud of and that's the task system.

I think that is the one piece of rules that I came up with that "revolutionized" Traveller gaming more than anything else I published.

I'm pretty happy with it's elegant concept, and consitent, simple execution in a session.

I found it especially easy to come up with tasks on the fly and they made use of your character's stats, which for me enhanced the enjoyment of playing a character.

I hope most of you will agree the task system is the one legacy that I leave behind in Traveller that will live on and be used (in one form or another) by most of gamers who play Traveller.
 
The task system is certainly the 'hidden' core of traveller revealed by your good self. I play a lite version of MT which is basically the task system adapted to fit everything.

By the way - where did the idea come from? What RPGs or experiences gave rise to the spark?
 
Originally posted by JoeFugate:
There is one comment that I would like to make. In thinking over the DGP years, there is one contribution to Traveller that I am most proud of and that's the task system.

I think that is the one piece of rules that I came up with that "revolutionized" Traveller gaming more than anything else I published.
Absolutely. That is the single most important development to Traveller since Traveller itself. Thank you, Joe!
 
Dear Folks -

Originally posted by JoeFugate:
Hi ... haven't been here for a while.

I think we've covered most of the questions. Anything else before I fade away...
There's still Kaladorn's question on whether you had anything in mind for Pluto.

BTW, I'd like to add my thanks for stopping by as well!

omega.gif
 
Originally posted by JoeFugate:
Yes there are plenty of the listed items still available. MTJ 3 and 4, as well as TD19s.

Kaladorn ... what did you order? Once in a great while, the carrier looses the shipment. If a couple weeks goes by and you don't see anything, be sure and let us know. Email: office@mymemoirs.net ...

This has happened just enough that I think there's a couple carriers out there who have a complete collection of DGP products (with spares) that they're hanging on to. :D
I'll check it out. I still have the paypal transaction around - it was either over Xmas or early January and no sign of them yet.

I'll get back to you by email. I wasn't panicked (not compared with work right now!) and my overload was the reason I hadn't followed it up yet. I was planning to take it up with you directly but just mentioned it here as it occured to me.

Thanks
 
The MT task system is the reason that, Rebellion take-it-or-leave-it, MT is the best system out there. The new T5 system isn't bad, and the BITS system is actually pretty good bolt on for CT. But MT's system is the best, IMO. It let me run plenty of sessions with dice and a pencil and *no* other assets (or only my ref screen). So, that certainly *is* the greatest contribution from MT, and the nice art for some of the gear, and actually the milestone based research process. Those are all good legacy. And the idea of marrying damage, penetration, etc. into the combat system, though in retrospect using a bit larger values might have allowed more variance.

The one thing I do lament every so often about the task system is when you think something makes a task a bit harder or easier, but not "a 4 point level" harder or easier. I guess you could add a negative asset in the description (eg <i>due to high winds, this task suffers a -1 DM</i>) but that doesn't seem quite as handy. Specifically, Routine tasks usually had 1 or 2 points of assets, meaning a 5+, and difficult ones with the same assets were 9+. There were lots of situations where you wanted a roll around 7+.

One option would have been 3 point difficulty levels instead of 4 point... or even 2 point, just to be more granular. But the basic idea was such as step forward from seemingly random target numbers and mod effects from CT per skill, I can't really quibble much.

Damn fine work and I mean that.
 
Add one question:

Real life: A standard pistol round will penetrate a lot of older armours - chain mail, even plate mail. Yet that same armour will stop a greatsword.

MT: Pistol has pen 3/3 damage. Greatsword has Pen 7/3 damage (I think I got that right). So.... the greatsword will score major penetration hits against something that stops a pistol round dead, and the pistol has half the penetration of the greatsword. Hmmmm.... how does that work? I can see giving the greatsword increased damage and block, but 7 Pen? ???!??

One thing never rated in the game were older armours you might find on low tech planets (chain mail, plate mail, studded leather, leather/curboilli, etc). You'd think these would stop swords and such. But, if you do that, all of a sudden you effectively stop bullets too.

In short, I think the implementation of armours and melee weapons was a bit dodgy. I know a cutlass point can cut through kevlar like it isn't there, but a bullet will outpenetrate a greatsword when confronting plate mail. The system does not capture that.

So, what thoughts do you have on this area?
 
Interesting point, kaladorn. Can the issue be represented as a difference between flexible and inflexible armor? IE flexible armor stops bullets but not blades, and inflexible armor stops blades but not bullets?
 
Flexible armour stops bullets but not blades. And it also really stops maces and the like. Then you get your hybrid morning star with spike plus ball so you get both crush and puncture, so if you are safe against one, the other will get you. So you need layered armour to defend. The situation gets kind of murky, but the rigid/flexible distinction probably would help.

Classify melee weapons into blunt or slash/pierce. blunt are stopped by flexible armours and are treated as attacking half value rigid armours. Slash/pierce are stopped by rigid armours and are treated as attacking half value of flexible armours. Thus, you don't need to give the greatsword a seven penetration, just a 3 penetration and 4 wound. It is slash/pierce, so against combat armour, it is nearly useless. But against cloth, it only has to deal with AV 3, so will routinely score low-penetration hits. And that's 2 DP assuming no exceptional success. A horseman's mace (P3, D2) would treat chainmail (AV3) as if it was AV1 (rigid armour) and would routinely score high penetration hits for two points, but against chain with a quilt underpadding (AV3 vs. both slash and pierce), it would tend to do little or no damage without exceptional success.

That might begin to take us there. I may have to flesh out this idea into some tables and post them in another section here.... good suggestion Robject.
 
Okay, a few more questions.

First as to the armor and penetration for bullets versus swords, I just based my info on work that had gone before me in CT and Striker.

However, it occurs to me that a roleplaying game, like supposedly "realistic" movies often stretch the truth just a bit to make a good story. And it's okay for a RPG simulation to do the same. Nothing's perfect, even computer simulations.

As to Pluto, etc. Nothing planned. Just leaving things open ended for creative ref's to run with.

Finally, where did the task system come from? A little out of previous work of the brothers Keith, a knowledge of 2D6 and 3D6 statistics, and thin air.

I knew I wanted something you could do on the fly if needed, plus I wanted not only difficulties, but time to do the task. I also knew I wanted skill to be a big part, with your attributes also playing a factor.

I wanted attributes to help, but not overpower skill, so the divide by 5 thing was born. You'd get +1 if your attribute was 5-9 and +2 if 10-14, or a whopping +3 if you were lucky enough to be a rare 15, and of course, nothing if 1-4.

So it would be possible if you had no skill, but a 10-14 attribute, you could pull it off as well as someone who was a skill 2, but a 1-4 in the key attribute. Maybe a bit of a stretch, but it made having an attribute 10+ something to rave about.

But generally characters would be a skill 1 or 2, and an attribute +1, so they'd have a +2 to +3 on the roll. So the roll for a routine task to succeed became a 4+ or a 5+. Fairly easy, but still tough enough that there'd be some suspense.

And of course with difficult at 11+, then the roll would become 8+ or 9+ ... enough to make 'em really sweat!

But if you were one of those rare individuals with a +2 attribute and a skill of 3 or 4 in something, then when a task came along that fit your abilities, then it became a piece of cake for a difficult task! The roll became a 6+ or even 5+ for difficult, practically routine for you!

So it wasn't perfect, but it was easy to understand and simple enough you could make up tasks on the fly. By giving names to the rolls, like Routine for 7+, then non rules oriented gamers or newbies could relate to it quickly.

And then making the rule generally to pick one skill and one attribute, you could make 'em up on t he fly really quickly.

I also might mention it became pretty obvious when we started doing equipment sheets that adding some tasks to the sheets would be helpful.

I consider the equipment sheets to be another goodie that DGP did that really added some value to owning a given piece of equipment. You knew what it could do, and with the tech level capabilities, size, mass, cost, etc all listed -- getting a cool piece of equipment could even become somewhat of a quest on an adventure.

Glad to hear you agree with my assessment of the value of the task system. I know it was invented by me out of frustration with not having a standard way to use all these good attributes and skills easily throughout the game. Necessity is the mother of invention as they say, and that was certainly the impetous behind the task system for me in Traveller.
 
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