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Brilliant Lances-- yeah, buddy!

Another thought while this is all still swirling in my head.

While I still believe that it is inherent in Traveller's personality to try to be all things to all people (and I mean that positively, not negatively--it's just that it's harder that way), that also owes something, I think, to the GDW culture.

I noticed something similar in 2300 when it came out. When I was writing "Lone Wolf," I asked a lot of questions of Tim Brown which I understand he staffed around, about how sensors worked, and interacted with stutterwarps, etc., and he came back to me and gave me the basics. When I later came back to him and said, "okay, based on those basic principles, I have projected out these operational principles." I expected some push-back from him: "Whoa, that's an unintended consequence, we didn't intend to go there," but got absolutely none of that at all. He and by extension the rest of the design staff that he consulted were all very open to allowing the system to expand based on collaborative input. Which made an impression on me.

Later there was a movement among other contributors that undermined the principle of the stellar arms, which were very central to the game's structure: stutter warp tugs, but more importantly, the brown dwarves. But instead of, "no, you can't build new mechs," or "magic users can't carry swords," because that's part of the intended play-balance, or "female dwarves have beards because I say so," the response was, "okay, I think that makes sense."

So, I think that Traveller's personality of, "yeah, we'll add that too" grew out of a larger culture that was open to interesting or persuasive ideas even if that took the game in a direction not originally envisioned. (That or you could say that perhaps 2300 was already being phased out in favor of MT so no one cared, but we'd have to check our calendars to test that hypothesis.) I talked to Les about that recently, and concurred that it was a real receptiveness and not no one caring, and that fits with my experience that Game Designers' Workshop truly was a collaborative workshop that readily accepted input from many sources.

That is on the one hand a "nice"/good thing in being open and receptive, and also a risky thing, in that it adds more complexity to product management by being open to too much change (brown dwarves in particular introduced a change in how the game was intended to feel). There are two sides to every coin. I'd prefer to say, "all swords have two edges," but someone would point out that's not true. I just think the "edge" thing would have gotten at the "point" a little better.

(As a last speculative aside, I recall that a lot of that stutterwarp tug and brown dwarf stuff came from contributors under DGP, so you could say that some of that was an artifact of the balance of power between DGP and GDW at the time. But I was working directly with Tim Brown on a Challenge article and got the response recounted above.)

I really must do something else with my day.

Donuts.
 
when the books came out I whipped out my physics book and started reverse engineering your fuel use formulas on the fusion plants. Assummed the D2 D2 reaction, the abundance of Duterium in a sample of hydrogen acquired from the earth then it was basic math from there, energy produced per mole and heat engine efficiency thrown in and I got very close to the same power output as given in your tables. That seriously impressed me as to the level of thought that went into your work.

Thank you very much.

By the way, I'm struck by the twist in your IMTU footer that the scattered humaniti all are visibly descended from Neanderthals. It makes me want to review what was published on the specific Homo lineages that were harvested in -300,000, as anatomically modern humans didn't show up until -200,000 in current accounts. Don't know what that number was about the time Marc wrote it, as it would have been based on current anthropology then. At least if they're Neanderthalensis they'll have bigger brains than the Solomani, the better to rise above the insults.
 
Thank you very much.

By the way, I'm struck by the twist in your IMTU footer that the scattered humaniti all are visibly descended from Neanderthals. It makes me want to review what was published on the specific Homo lineages that were harvested in -300,000, as anatomically modern humans didn't show up until -200,000 in current accounts. Don't know what that number was about the time Marc wrote it, as it would have been based on current anthropology then. At least if they're Neanderthalensis they'll have bigger brains than the Solomani, the better to rise above the insults.

I do it to more closely inform the cultural transformation of a divided earth into a unified maxium effort us against them to the last breath Earth that you see in the Imperium boardgame. The result is a Terran expansion campaign where the stakes are nothing less than the survival of the species.

IMTU: Secetary General's speach to the united nations "Yes, our colony on Bernard's star was nuked from orbit killing 99% of the population, and we are sending another two million people to recolonize the place because we need the base and support services the colony will provide to help prevent them from doing the same thing to Earth and the Centauri colonies, and there is no guarentee that they will not kill every one of the people we are sending, we asked for people that wanted to go, and got 100 million applicants. I call on all the peoples of the united earth and all the peoples of the colonies to work every day as long as we are able to lift a tool to keep building the tools, the guns, the ships, and the knowledge that we need to keep us safe from destruction at the hands of cavemen! We won this fight before, our ancestors and the nethanderals could not live side by side when we both shared this planet, now they have advanced from flint knives to star ships and nuclear weapons, we will arise to meet this challenge from our ancesterial foe!""
 
I do it to more closely inform the cultural transformation of a divided earth into a unified maxium effort us against them to the last breath Earth that you see in the Imperium boardgame. The result is a Terran expansion campaign where the stakes are nothing less than the survival of the species.

Oh yes, I absolutely see where it can take Solomani racism to a whole new level. It just makes me wonder how much of that was actually implicit in the game before, given the -300,000 date and all that implies about what was available to harvest and scatter.

Did they bring out the old GEICO commercials? :)
 
Thank you.

I was only two hours east of GDW as the crow flies, but it was very similar: of 4 Traveller games nearby, none converted over to MegaTraveller, either they went to T2K or 2300 or remained CT. No battletech either, I remember the game in the store, but the usual FASA stuff was SFB or Grav Ball.
SFB wasn't FASA - SFB was (and still is) ADB (but was at the time released by Task Force Games).

SFBers and FASA-STTCSers tended to not overlap much. Too close in subject, and yet too far in execution.
 
(That or you could say that perhaps 2300 was already being phased out in favor of MT so no one cared, but we'd have to check our calendars to test that hypothesis.)

I'd actually posit a third view. It wasn't that 2300 was being phased out or perhaps it wasn't even GDW's culture. It was that 2300 was a different game from Traveller. It didn't have the heritage/baggage that Traveller already had at that point. It was closer to a blank slate. 2300 at that time was still roughly in the "LBB 1-3 transitioning to later books" Traveller. You had some pretty huge changes in the early history of Traveller as well, like for instance, the game-changing (and honestly universe-changing) switch from "small ship universe"-Traveller to "no matter how many fighters you have they can't even carry a computer competent enough to hit my 6G maneuver battleship"-Traveller.

Or perhaps even a fourth view: 2300 had a feel of it being more grounded in reality. Humans were much more like humans today in thought and attitude. So the 2300 universe had more of a "technology marches on" feel to it. Whereas in Traveller, Jump Drive (and honestly, most other technologies) have been around for thousands of years, leading people to ask, "wouldn't someone have thought of this before at some point?"
 
Dave, you mentioned checking calendars... I'm looking at copyright dates.

T2300: ©1986
2300AD: ©1988
MT PM: ©1987
(data from copyright declarations in player's manuals.)

Both Mega and 2300 were contemporaries. GDW doing 2300, DGP doing MT.

Final products for both seem to be about 1990 for 2300 and MT both, with 3rd party 1991 releases. (data from rpggeek.com)

Space: 1889 also runs that same range... 1988-1990.

And I loved all three.

-=-=-=-=-=-​
http://rpggeek.com/rpg/719/2300-ad
http://rpggeek.com/rpg/492/megatraveller
http://rpggeek.com/rpg/718/space-1889-original-edition
 
I'd actually posit a third view....Or perhaps even a fourth view: 2300 had a feel of it being more grounded in reality. Humans were much more like humans today in thought and attitude. So the 2300 universe had more of a "technology marches on" feel to it. Whereas in Traveller, Jump Drive (and honestly, most other technologies) have been around for thousands of years, leading people to ask, "wouldn't someone have thought of this before at some point?"

Epi--

Good points both. My only rejoinder, and this is simply a rejoinder, not an argument, is that given the really "hard" premise of the national arms, the brown dwarf thing was a really surprising innovation for them to have entertained. Because although you're right that in 2300 there has not been as much time as in Trav for us to have "figured out all there is to see out there," given the national nature of those arms, it's harder to explain that they had overlooked those brown dwarves that were suddenly "known" to us in 1988 or thereabouts.

The big thing for me was talking about it with Les a few months back. Granted, I was talking to him about my Lone Wolf interactions with Tim and not the brown dwarf thing, but Les was very clear that my projections were accepted as reasonable.

Just data points, because life is interesting.

Dave
 
Dave, you mentioned checking calendars... I'm looking at copyright dates.

Thanks. Although those were all before my time at GDW, I know that for the stuff when I was there, it is important to have month of release (I'm kicking myself again for ever throwing away my warehouse reports and production schedules), because that helps recover chains of what came first. Years are pretty granular things to work with because of the lead time to produce stuff that comes out with a particular year-stamp on it.

I'm pretty sure that when I wrote "Lone Wolf" and "3 Blind Mice" 2300 was still a going concern. However, when I delivered Ranger it was being phased out. However I was not inside GDW at that point, so can't say a whole lot beyond that. But by the time I arrived at GDW on September 30 1991, DGP had already cut its ties to GDW.
 
Distributor: "You get new players by putting out a new game with lower barriers to entry and simple, clear examples of what they are to emulate. Don't focus on your existing constituencies."

Existing Players (TML, HIWG, et al.): "NO! You get new players by existing players and GMs bringing them in, and explaining the rich and detailed legacy and heritage. Focus on us, because we are your word of mouth."

Who is actually correct?

I think the best way to get new players would be by publishing introductory modules with lower barriers to entry that were based on and compatible with the rich and detailed[*] legacy and heritage, so that new players can go on to enjoy the greater complexity when they are ready for it.

[*] Well, a lot richer and more detailed than anything else around before and since.

If you have a subscription to JTAS Online, try searching for 'Regina Startown' for an example of a dozen or so articles that collectively make up such an introductory module.


Hans
 
Distributor: "You get new players by putting out a new game with lower barriers to entry and simple, clear examples of what they are to emulate. Don't focus on your existing constituencies."

Existing Players (TML, HIWG, et al.): "NO! You get new players by existing players and GMs bringing them in, and explaining the rich and detailed legacy and heritage. Focus on us, because we are your word of mouth."

Who is actually correct?
Both, really.
Shelf-space in FLGS's tends to prioritize the new and the major. That is, Top 2 Tiers, and newer stuff within them.

But what was dominating the game scape in 1992 was a plethora of new games, and the 800# gorilla (AD&D) and the 300# gorilla (MSH). Star Wars went into 2E, and was eclipsing MSH. WFRP had the Enemy Within Campaign. Chaosium was going strong with CoC. Hero System had made a dent. Palladium was going gangbusters with RIFTS, and had a strong base with Palladium Fantasy and Robotech. FASA was still pushing with STRPG, but rapidly falling aside due to STTNG overwriting them (and about to lose their license), but also had Dr. Who, Battletech, and Renegade Legion. WoD was really eating up the market, and having a massive change in the playing demographic. (GIRLS!!!)

Star Wars was the interesting phenomenon. It launched right before ROTJ... and was on shelves with a relatively (by current standards) inexpensive license, great production values, and permission to expand the universe. WEG worked with the SW-EU authors to cross-tie in, but then, most of them came in after WEG started to expand the SW universe. They took a hot property, and reached beyond gamerdom by actually writing supplements that had non-gamer appeal. I've heard dozens of people say "I picked up the Star Wars Sourcebook, and it lead me into RPG's". I've seen many dozens post such. And by the time of TNE, it was the patron saint of the SW EU. And, it was cheap. It was simple to teach newbs - it was the first game I found where it was harder to teach to gamers than to raw newbs. It was simple, but not simplistic. And it captured my gaming dollars far better than GDW did in the 1992-1996 era.
 
Star Wars was the interesting phenomenon.

(snip)

It was simple, but not simplistic. And it captured my gaming dollars far better than GDW did in the 1992-1996 era.

And for the new player, Star Wars had that tremendous asset like BT of a simple answer to the question, "what's it about?" The advertising was already in place. (Interestingly, BT also had a connection to Lucas, having had to change its name from Battledroids--by the way, I don't remember, in the first game were they simply robots/droids, and they were changed to being manned?) BT also had a connection to existing movie visualizations via the anime they were spawned from. The Marauder always was my favorite. Good art makes a big difference.

I think Traveller has always suffered from not having the same "elevator conversation" sound bite that games like Star Wars and BattleTech did, which is the flipside of the game's strength: you can do anything. It's just that "you can do anything" is a little hard for people to grasp in a soundbite. That's why I always took very seriously the notion that Traveller would get its best recruits through people already playing it, who could demonstrate that to them in an adventure, rather than two or three sentences on the back of a box.

Dave
 
And for the new player, Star Wars had that tremendous asset like BT of a simple answer to the question, "what's it about?" The advertising was already in place. (Interestingly, BT also had a connection to Lucas, having had to change its name from Battledroids--by the way, I don't remember, in the first game were they simply robots/droids, and they were changed to being manned?) BT also had a connection to existing movie visualizations via the anime they were spawned from. The Marauder always was my favorite. Good art makes a big difference.

They were always taken from the Anime "Giant Robots" genre which are actually vehicles, not robots. $&#**^% Japanese misuse of English... ;)

Manned from the get-go as a genre convention.
I think Traveller has always suffered from not having the same "elevator conversation" sound bite that games like Star Wars and BattleTech did, which is the flipside of the game's strength: you can do anything. It's just that "you can do anything" is a little hard for people to grasp in a soundbite. That's why I always took very seriously the notion that Traveller would get its best recruits through people already playing it, who could demonstrate that to them in an adventure, rather than two or three sentences on the back of a box.

Dave
Unfortunately, TNE severed that artery. None of the TNE fans I knew were even players of older editions. Except Cryton.
 
I think Traveller has always suffered from not having the same "elevator conversation" sound bite that games like Star Wars and BattleTech did, which is the flipside of the game's strength: you can do anything. It's just that "you can do anything" is a little hard for people to grasp in a soundbite. That's why I always took very seriously the notion that Traveller would get its best recruits through people already playing it, who could demonstrate that to them in an adventure, rather than two or three sentences on the back of a box.

Dave

Traveller has always been great for what it is, you did fine work, everyone should be proud they worked on it. Even the big brands, like D&D, get raked over the coals by the execs at Hasbro for not being profitable enough. Traveller showed strong brand recognition over on the Kickstarter, Marc played it artfully as well, nicely done. Curiousity aside, GDW wouldn't have survived, nobody did except for ones like Steve Jackson, and he might have been floating off his settlement from the police. ;)

GDW went down as it lived, honor intact, FASA became a shell and is owned by Red Brick, who doesn't have the best reputation.

I remember writing to GDW in '82 or so about the first blood rule and received a note a few days later, a GDW catalog and a book Understanding Traveller; an all around class act.
 
http://starfleetgames.com

Doing far better now than would be expected.

Yes quite, they managed to really turn SFB around with their new, shiny, (expensive) simpler edition.

(BLASPHEMY!, personally :) "SFB is too hard!" "It's supposed to be hard! It's the hard that makes it great!" -- repurposed from the great Jimmy Dugan)

Mind, I'm an SFB fan boy. I think it's one of the finest, and richest board games ever made.
 
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