Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by tbeard1999:
I don't mind simply dropping rules that badly warp the system, so I'll almost certainly delete the "roll twice" rule.
But...it seems you're deviating from your goal, now.
I think it sets up a Catch 22.
Now, you're dropping rules, and the same criticism you laid against my system not fitting your goal can be applied when you drop the autofire rule.
Maybe your goal is unattainable.
In the end, I fear you will have changed vanilla CT at least as much, if not more, than I have with my system. </font>[/QUOTE]It's hard for me to see how eliminating a single rule and changing modifiers that players probably won't commit to memory constitutes as significant a change as completely changing the combat sequence and substantially altering how damage is done. If I thought your combat system was an acceptable change (considering my goals here), I'd have adopted my own Striker derived system, which I'm quite happy about. In any case, I've admitted that this is a rather subjective affair.
And I'm no longer so sure that CT can't be fixed, yet keep its flavor.
I'd also note that GDW apparently agreed that the "shoot twice" rule was a bit much. In Snapshot, they dropped it. And they modified the group hits rule -- for every 2 rounds fired in a burst, the firer gets to fire at one adjacent target at -3. Effectively, this eliminates the "shoot twice" rule.
The issue that I'm grappling with here is "what is Traveller?" In my case, the core answer seems to be "the game system created by GDW in 1977." After coming that (admittedly arguable) conclusion, here are the (admittedly arguable and even vague) rules that I'm using to guide me (they are similar to the rules that courts are supposed to apply when confronted with ambiguous, defective or contradictory law):
1. Philosophy --
A. Rules Changes. Change no more than absolutely necessary to fix major problems. Rationale -- the goal is to preserve the "look and feel" of CT while fixing its serious mechanical flaws. Look and feel is intimately tied to game mechanics, because players use them all the time.
B. Rules Additions. CT places a large burden on the referee to "fill in the blanks", like most 1st generation RPGs do. Honor that philosophy if at all possible. It would be redundant to try to fill in the blanks in CT -- that's been done for 30 years now, with varying degrees of success.
C. Remember -- it has to
feel like Classic Traveller. Make no changes that are inconsistent with this.
2. Prefer changes to data or modifiers over changes to the actual mechanics. Rationale -- I think players usually identify with the mechanics more than the modifiers and data, therefore changing the system is more intrusive.
3. Truly obnoxious rules can be dropped, especially if they are self-contained rules. But if a modest alteration will fix the problem, that's to be preferred. But it's okay to simply ditch the rule -- especially if the *legitimate* effect can be easily modeled in nonintrusive ways (data, modifiers, etc.). Fixes in other Traveller related products are not binding, but they are persuasive evidence that the rule is unsatisfactory as written.
4. It may be necessary to deviate from these rules to fix a particularly obnoxious problem (none come to mind), but it should be my last resort.
5. When resolving contradictions between two rules, prefer the interpretation that leaves both rules intact.
6. When considering ambiguous rules, understand the difference between an ambiguity and an omission. An ambiguity is capable of being
reasonably understood in several ways. This is not the same as being dubious. A clearly stated rule is not ambiguous, though it may be ill-conceived. Resolve ambiguities using #4 if possible. Failing that, make the smallest change possible to reasonably resolve the situation.
7. An omission is the failure to cover what happens in a certain situation. Be careful. As a 1st generation design, Traveller puts a huge burden on the referee. That philosophy is to be honored. So only write a new rule if the omitted rules are likely to come up in Traveller games and only if existing general mechanics ("make an Admin roll") fail to handle it.
8. Books 4+ and the supplements are
persuasive authority; they are not binding. But if they fix a CT problem acceptably well, try to use it.
9. Be
reasonable. Don't waste time addressing theoretical problems that will seldom, if ever, come up. At the end of the day, it's a game.
10. Understand the law of unintended consequences and consider the implications on the game and other mechanics when making changes.
This is the framework that constrains my efforts. Virtually every significant CT mod I've seen -- including my own -- violate the framework. This is why I'm reinventing the wheel. Well, that, and the fact that I'm an egomaniac.