creativehum
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Something to consider when discussing this article is Andy Slack's reason for building ships from Book 2 and not concerning himself with Book 5.
Here is a passage from the article:
And here is a a note appended to the end of the article when they were collected:
There are countless ways to approach RPG play as a whole, approach specific RPGs, and approach the needs of a specific group. One of those might be called, "What is realistic?" (With, of course, the caveat that what is 'realistic' about non-realist things can vary wildly between people and groups.) Another approach might be, "What do we need for the kind of play we want at the table?"
Slack points out that what he wants from Traveller and for his table is "role-playing campaign" about a "band" of player-characters. Even if there are huge ships in the setting he's created they have little bearing on a game focused on Player Characters having adventures. They exist perhaps, but there's no need to deal with them since they have no bearing on what he wants from Traveller.
So he will not concern himself with the more complex ship design tools and rules found in Book 5. As he writes: "the standard designs [found in Book 2] provide everything you need to run a role-playing campaign." He is picking the right tools for the job for what he wants (a roleplaying campaign focused on a band of adventurers).
He is making no claim that this is the "right" way to do these thing. He is stating he knows what he wants. He is cutting out concerns and additional game elements and keeping the standard design elements that cater to exactly what he is looking to do at his game table.
Here is a passage from the article:
[emphasis added]As can be seen the fleet has quite a realistic feel, and requires only a few hours work designing the couriers, carriers, tankers and assault carriers. In fact, most of this work can be skipped since only the courier is likely to appear in a scenario - a band might well be hired to hijack it to find the composition and route of its parent fleet.
And here is a a note appended to the end of the article when they were collected:
[emphasis added]AUTHOR'S NOTES
In 1984 my twin daughters were born, and suddenly the time I had used to design ships (amongst other things) went away for ever. This started me down a path of ruthless simplification in all my gaming, of which this was the first result. I came to the conclusion that designing new starships, while fun, essentially contributed nothing to the game - that the standard designs provide everything you need to run a role-playing campaign, and that the details of any ship much over a thousand tons just don't matter. Your Mileage May Vary...
There are countless ways to approach RPG play as a whole, approach specific RPGs, and approach the needs of a specific group. One of those might be called, "What is realistic?" (With, of course, the caveat that what is 'realistic' about non-realist things can vary wildly between people and groups.) Another approach might be, "What do we need for the kind of play we want at the table?"
Slack points out that what he wants from Traveller and for his table is "role-playing campaign" about a "band" of player-characters. Even if there are huge ships in the setting he's created they have little bearing on a game focused on Player Characters having adventures. They exist perhaps, but there's no need to deal with them since they have no bearing on what he wants from Traveller.
So he will not concern himself with the more complex ship design tools and rules found in Book 5. As he writes: "the standard designs [found in Book 2] provide everything you need to run a role-playing campaign." He is picking the right tools for the job for what he wants (a roleplaying campaign focused on a band of adventurers).
He is making no claim that this is the "right" way to do these thing. He is stating he knows what he wants. He is cutting out concerns and additional game elements and keeping the standard design elements that cater to exactly what he is looking to do at his game table.
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