Originally posted by tjoneslo:
</font><blockquote>quote:</font><hr />Originally posted by Polaris:
tjoneslo,
Actually what I am really getting at (and even my critics said I had a distinct point here) is that:
1. Min-Maxing and competition is encouraged in modern gaming in general. Thus it is reasonable to assume that new players and GMs will (at least at first) approach T-20 in the same fashion.
This assertion is wrong. The D&D3rd Ed. PHB expressly includes the idea of cooperative parties, where each character (Fighter, Mage, Thief, Cleric) have a specific role to play. And the characters must cooperate to survive the challenges the GM thows at them. And I can quote you similar sentiments from fifteen different game systems.
</font>[/QUOTE]
Actually it's not. DnD 3E
encourages Powergaming. A powergamer does not seek to be the best at everything. In fact the term "min-max" refers to
minimize-maximize. Instead you pick something (skills, magic (or psi), combat) and you
excell at that while spreading the price you pay for that across as many other aspects of the character as possible or in areas that aren't important (covered by another character) or both.
Indeed, in DnD 3E as in most modern gaming systems, a party of
specialists is encouraged and that means min-maxing.
</font><blockquote>quote:</font><hr />
2. It requires experienced GMs and players to handle imbalanced parties well. This should really be uncontested.
True. But the player competitive min-maxing is also learned. And, I think, it is easier to learn to play fair than it is to play munchkin-like. Keep away from the dark side.
</font>[/QUOTE]
The point is that everyone should be approximately
equivalent not that people shouldn't have specialized roles. Why are so many people confounding the terms equivalent with equal? They are not the same. Equivalence in a game system is just a matter of fairness and ease of play. Equality is a much different thing.
</font><blockquote>quote:</font><hr />
All that implies that the default rules should limit the imbalance in the first place. Even if I were to agree with your assessement tjoneslo, I would still argue that new players have to be weaned off the idea of balanced parties....and that requires a baseline system that is balanced alongside the more usual system.
Either weaned off, or taught how to play that way in the first place.
</font>[/QUOTE]
Now (at the risk of sounding impolite) you
are sounding like some of the so-called "RP Nazis" that WWGS made famous with V:TM. You can not
assume that new gamers that buy T-20 will "not play the dark side" as you put it. Indeed, you are making a judgement call about playing that that is simply both unfair and unwarrented. I am not asking for you to give up prior history or the concept of imbalanced characters if that is what you want. Rather, I am asking all of you to recognize the obvious: The
default rules should be fair and easy to play for a person with limited d20 experience. That implies
balanced parties almost by definition.
</font><blockquote>quote:</font><hr />
I would also say that it would require a masterful GM to pull this off....and (to my knowledge) nowhere in the T-20 book does it state that T-20 is supposed to be for expert Traveller players only....yet the rules by their very nature imply just that (which defeats the purpose of making T-20 a d20 system in the first place!)
I contest both assertions here. The skill required of the GM to handle an unbalanced party is directly proportional to the players level of cooperation with each other and the GM. If the players are a bunch of min-maxing, backstabbing munchkins, no GM/Rule set in the world will keep them in line.
</font>[/QUOTE]
It also takes an experienced GM to recognize Min-Maxing when he sees it. You can not tell me in good conscious that a GM new to T-20 will see how the system can be abused the first time it is played. Thus the
default rules should discourage that at least to some degree. I ask everyone to look back honestly at their own gaming experience before telling me I am wrong on this point.
The reason for making T20 a D20 system game in the first place was the same as all of the hundreds of other D20 games now in existance. Marketing potential.
Exactly. Marketing potential which will only be realized to it's fullest if T-20 not only draws new people into the Traveller community
but keeps them there. Unbalanced parties are not a good way to do this (very severe understatement there). Let the grognards and the experienced GMs houserule the level differences back in, but keep the basic system at least reasonably balanced. This is essential for new players if you want to keep them.
I would argue that the price of the T20 book is high enough that anyone who buys the system has more than just a passing interest. And that the numerous pages of rules (as opposed to background) are a clue that this game will not play the same as D&D. Anyone who pays $45 for a rule book then wades through 350 pages of rules to play Traveller, or Space Opera game or SF game, or an alterate D&D universe, has a vested interest in makeing the rules work for them.
As a tangential point, I think the T-20 book is too big and (thus) too expensive because the price discourages new players who might otherwise want to try it. Having said that, it makes no sense to
just market to your core customer base...at least not if you want to stay in business as anything more than a niche game (and right now Traveller is only a niche game).
You do bring up a good point, the Prior History system does produce characters who are not balanced with each other. It is your insistence that this makes T20 unplayably broken and must be fixed that irks people.
It
can make T-20 unplayably broken. Frankly, I see just as many people who can not see reality even if it hits them with a proverbial 2x4. About the first time you (as the GM) have to deal with that 12 term Aslan character or the abomination that Sandman mentioned, you will change your tune. Of that I am quite confident.
-Polaris