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An Interesting article in Games Quarterly

Just an FWI. In the Summer 2005 Games Quarterly on page 23 there is an article on Traveller (mostly Classic) called: "How to Design a Universe Without Really Trying." It is an interesting viewpoint of how the Imperium grew into something that strangled Traveller.

Worth a look and if anyone else has an opinion of the article, post it here.

Lord Iron Wolf
 
Just an FWI. In the Summer 2005 Games Quarterly on page 23 there is an article on Traveller (mostly Classic) called: "How to Design a Universe Without Really Trying." It is an interesting viewpoint of how the Imperium grew into something that strangled Traveller.

Worth a look and if anyone else has an opinion of the article, post it here.

Lord Iron Wolf
 
I haven't read the article, but my humble opinion is that as the years went by and canon grew, the Imperial setting became too detailed and stifled a lot of adventure possibilites.
The more detailed the OTU became, the greater the difference becomes between it and what people are doing in their Traveller universes - even if you try to stick to canon.

This is why I became an immediate convert to the proto-Traveller project ;)
 
I haven't read the article, but my humble opinion is that as the years went by and canon grew, the Imperial setting became too detailed and stifled a lot of adventure possibilites.
The more detailed the OTU became, the greater the difference becomes between it and what people are doing in their Traveller universes - even if you try to stick to canon.

This is why I became an immediate convert to the proto-Traveller project ;)
 
I'll be honest here: I can't really decide whether to pity or laugh at this pathetic example of backwardness elevated to doctrine. It reminds me of those (fortunately) rare movie fans who denounce everything not made in black and white.

Regards,

Tobias
 
I'll be honest here: I can't really decide whether to pity or laugh at this pathetic example of backwardness elevated to doctrine. It reminds me of those (fortunately) rare movie fans who denounce everything not made in black and white.

Regards,

Tobias
 
I don't know if I'd call the Imperial setting 'too detailed' - how many thousands of worlds described only by a little string of digits in the UWP?

It seemed the opposite for me - just too darn big. Sure, you could detail as many worlds as you wanted, but how was GDW supposed to support something that huge? Pick one corner of charted space for a product, and all the people who were playing in the other corner chirp in with 'hey, what about us?'

If you had the time to fill in the blanks, then the sheer size of the Third Imperium gave you a lot of freedom. But that large amount of freedom could also lose players that didn't have the time to fill in all the blanks on that very large canvas.
 
I don't know if I'd call the Imperial setting 'too detailed' - how many thousands of worlds described only by a little string of digits in the UWP?

It seemed the opposite for me - just too darn big. Sure, you could detail as many worlds as you wanted, but how was GDW supposed to support something that huge? Pick one corner of charted space for a product, and all the people who were playing in the other corner chirp in with 'hey, what about us?'

If you had the time to fill in the blanks, then the sheer size of the Third Imperium gave you a lot of freedom. But that large amount of freedom could also lose players that didn't have the time to fill in all the blanks on that very large canvas.
 
Too damn big. Well, yes.

Unfortunately yes. To make the adventurer's game setting sufficiently remote (1 year to capital or so?) required an empire 2 years in diameter.

At an average of jump 4, that's too damn big.

Solution: defang the Imperium a bit. Make it smaller and/or weaker.

Smaller: Proto-Traveller.
Weaker: Set the maximum TL at 12, then try to explain why it's "so low".

11,000 strings of digits don't impress me; they depress me, in fact. I don't want a sea of UWPs. I would like the XBoat routes shown, and the UWPs for the major worlds and trade hubs, and the neighborhoods for the major adventures (?), and that's it.

Leave most of Dagudashaag, Zarushagar, Corridor, Gushemege, Usdiki, what-have-you unlabelled. Show where the systems are, and (at least for some) if there are gas giants or not, and leave it at that.

That's my rant. I don't know if it would even help. The Imperium is too big for me to wrap my brain around it.

Maybe a Faraway sector will help... as long as the starting world's name is Regina, and has stats similar to CT's original Regina, I'll be happy. That would be my Proto-Traveller.

I'll have to cruise over to the PT forum and see what they're up to now.
 
Too damn big. Well, yes.

Unfortunately yes. To make the adventurer's game setting sufficiently remote (1 year to capital or so?) required an empire 2 years in diameter.

At an average of jump 4, that's too damn big.

Solution: defang the Imperium a bit. Make it smaller and/or weaker.

Smaller: Proto-Traveller.
Weaker: Set the maximum TL at 12, then try to explain why it's "so low".

11,000 strings of digits don't impress me; they depress me, in fact. I don't want a sea of UWPs. I would like the XBoat routes shown, and the UWPs for the major worlds and trade hubs, and the neighborhoods for the major adventures (?), and that's it.

Leave most of Dagudashaag, Zarushagar, Corridor, Gushemege, Usdiki, what-have-you unlabelled. Show where the systems are, and (at least for some) if there are gas giants or not, and leave it at that.

That's my rant. I don't know if it would even help. The Imperium is too big for me to wrap my brain around it.

Maybe a Faraway sector will help... as long as the starting world's name is Regina, and has stats similar to CT's original Regina, I'll be happy. That would be my Proto-Traveller.

I'll have to cruise over to the PT forum and see what they're up to now.
 
Lord Iron Wolf,
I'd like to read it for myself before delivering an opinion. Could you provide us with a more complete citation for the article? I work in the journals world and could not find one with the title "Games Quarterly" as you stated it.
FWIW, I have stayed with Classic Traveller, but have been developing my own TU, and ignoring the official TU for years now. The canon universe was very big, as others have noted, but I think there are enough 'corners' and niches for PC's to rampage through that the size shouldn't be that much of an issue.

Just my thoughts. Cheers!
 
Lord Iron Wolf,
I'd like to read it for myself before delivering an opinion. Could you provide us with a more complete citation for the article? I work in the journals world and could not find one with the title "Games Quarterly" as you stated it.
FWIW, I have stayed with Classic Traveller, but have been developing my own TU, and ignoring the official TU for years now. The canon universe was very big, as others have noted, but I think there are enough 'corners' and niches for PC's to rampage through that the size shouldn't be that much of an issue.

Just my thoughts. Cheers!
 
I don't think the traveller universe strangled itself exactly, i think it's still alive.


BTW, a link to the article would be nice.
 
I don't think the traveller universe strangled itself exactly, i think it's still alive.


BTW, a link to the article would be nice.
 
Oh it's most definitely alive.

And IMHO the new 1248 book will offer a scope of adventure possibilities that will suit almost anyone's taste.
 
Oh it's most definitely alive.

And IMHO the new 1248 book will offer a scope of adventure possibilities that will suit almost anyone's taste.
 
Hi Bob,

Games Quarterly Magazine
Summer 2005
Issue #6
The article is on page 23, titled: "How to Design a Universe Without Even Trying, aka Traveller."
by Kenneth Hite

You might try at GamesQuarterly.net

You should be able to find the magazine at a gaming store.

LIW
 
Hi Bob,

Games Quarterly Magazine
Summer 2005
Issue #6
The article is on page 23, titled: "How to Design a Universe Without Even Trying, aka Traveller."
by Kenneth Hite

You might try at GamesQuarterly.net

You should be able to find the magazine at a gaming store.

LIW
 
Just got ahold of this. I was so excited to hear that there was an article about Traveller in a nigh-unto-mainstream periodical. It turned out to be disappointing, though....

Some observations:

1) The article's opening line is an incomplete sentence (brackets indicate what I think he meant to write....):

"There are people who will tell you that the problem with RPG's in the 1990s was to much attention to setting, at the expense [of ?] non-setting material [such as that ?] from the Dungeon Master's Guide."

2) He makes the usual jab at the CT's death during character generation bit-- but not with as much verve as I've seen others make it. (Scott Haring comes to mind.)

3) He failed to make a clever jab about the "Other" career-- and he fails to mention both it and the Army career at all when he lists the careers from Book 1. Instead he mistakenly states that the original character classes included "ex-noble."

4) If the bad opening sentence gave me doubts, at this point he's lost all credibility as a Traveller/rpg 'expert'. However he did make the case for Proto-Traveller fairly succinctly:

"The Imperium, originally a laissez-faire sort of place built on hexadecimal nobility and a gratifyingly hands-off approach to planet-looting characters, had run smack not only into evil telepaths, but wolf-people, lion-people, centaur-people, and clearly-ripped-off-from-Larry-Niven people."

[Good joke, but... didn't he mention the Aslan twice and forget the Hivers?]

"The trouble was that every new development wound up choking the original point of the game to death. The Imperium was suddenly hemmed in on all sides of its sadly two-dimensional galaxy; the frontier was closed."

5) After briefly mentioning MegaTraveller, The New Era, T4, and World of Darkness, he concludes the piece with a proclamation that GURPS Traveller was responsible for "yanking the Imperium out of its death march." He admits that GT doesn't solve any of the problems of the hemmed-in/choked Imperium, but says that at least GT doesn't make things worse.


In conclusion, the article isn't particularly thoughtful, enlightening, or encouraging. It's mostly just a sarcastic diatribe that amounts to whatever-it-must-be-cool-to-say-about-Traveller-around-the-watercooler-at-Steve-Jackson-Games. I really wish that the magazine had disclosed the fact that Hite worked for SJG. Of course, the article is so cynical, it doesn't even sell me on the GT solution!

In the future, I'd much rather see an article by someone that actually cares about Traveller... and that doesn't have a financial stake in the background/system/setting wars.
 
Just got ahold of this. I was so excited to hear that there was an article about Traveller in a nigh-unto-mainstream periodical. It turned out to be disappointing, though....

Some observations:

1) The article's opening line is an incomplete sentence (brackets indicate what I think he meant to write....):

"There are people who will tell you that the problem with RPG's in the 1990s was to much attention to setting, at the expense [of ?] non-setting material [such as that ?] from the Dungeon Master's Guide."

2) He makes the usual jab at the CT's death during character generation bit-- but not with as much verve as I've seen others make it. (Scott Haring comes to mind.)

3) He failed to make a clever jab about the "Other" career-- and he fails to mention both it and the Army career at all when he lists the careers from Book 1. Instead he mistakenly states that the original character classes included "ex-noble."

4) If the bad opening sentence gave me doubts, at this point he's lost all credibility as a Traveller/rpg 'expert'. However he did make the case for Proto-Traveller fairly succinctly:

"The Imperium, originally a laissez-faire sort of place built on hexadecimal nobility and a gratifyingly hands-off approach to planet-looting characters, had run smack not only into evil telepaths, but wolf-people, lion-people, centaur-people, and clearly-ripped-off-from-Larry-Niven people."

[Good joke, but... didn't he mention the Aslan twice and forget the Hivers?]

"The trouble was that every new development wound up choking the original point of the game to death. The Imperium was suddenly hemmed in on all sides of its sadly two-dimensional galaxy; the frontier was closed."

5) After briefly mentioning MegaTraveller, The New Era, T4, and World of Darkness, he concludes the piece with a proclamation that GURPS Traveller was responsible for "yanking the Imperium out of its death march." He admits that GT doesn't solve any of the problems of the hemmed-in/choked Imperium, but says that at least GT doesn't make things worse.


In conclusion, the article isn't particularly thoughtful, enlightening, or encouraging. It's mostly just a sarcastic diatribe that amounts to whatever-it-must-be-cool-to-say-about-Traveller-around-the-watercooler-at-Steve-Jackson-Games. I really wish that the magazine had disclosed the fact that Hite worked for SJG. Of course, the article is so cynical, it doesn't even sell me on the GT solution!

In the future, I'd much rather see an article by someone that actually cares about Traveller... and that doesn't have a financial stake in the background/system/setting wars.
 
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