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Dice ?? Game mechanic ??

A "re-foundation" of the TU is the only thing that will undo all the problems caused by what's gone on in the past though. Adding yet another ruleset or yet another setting isn't going to help at all.

I'd love to help build a better TU, but Marc's made it abundantly clear - repeatedly - that he's not interested in that. He also doesn't seem to be interested in "consolidation" either.

We don't need "another vehicle for stories to continue", we've got more than enough of those as it is. And we really don't need a dry, soulless, wargamey looking thing like T5 that looks like it's ripped out of the 70s in this day and age.

If Marc really wants to enjoy his 'semi-retirement' then he should hand Traveller to someone else - someone like Martin or Loren, for example - and let someone else carry on with it. Fresh blood and a new vision is always better than carrying on with no regard for the realities of the present.
 
You see, Mal, this is where you and I (and I speculate many others) part company. We are willing to accept things like UPPs, dated ship designs, in the aims of creating a better universe that we create. Loren & Martin probably find themselves in the same camp. But, if you were to hand over the IP over to someone, you would like to still a hand in the different stories, wouldn't you. Hence T5 will allow Loren & Marc to continue because the basic premises have not changed. Even some things from the 70s remain valid today just because something is old doesn't mean it is dead. I agree that the RPG form has moved on since its wargaming roots but they are still roots that many people believe that we are heading back toward. For instance, you have stated a mild fondness for EVE, what is EVE but a giant wargame, it surely cannot be classed a high level storytelling RPG? With developments one sometimes has to accept the backward movement of history to understand that is when you can take the two steps forward. We may not need another vehicle, save, all the rules of Traveller that have been published up to now and that are out there now in the marketplace, would not sell to newbie.

Let the man get T5 out, speak his intentions and we can wait then to hear what he will answer to you.
 
Originally posted by Border Reiver:
Oh there's more to the game than the task system. The technical architecture, the ship combat, personal combat, trade.

Wait and see. Or contribute.
My players and I tried T4 for a few weeks. It didn't work. As far as they are concerned its 2d6 or D20, handfuls of d6's have no appeal. They don't want another task system, and neither do I.

All those things Reiver mentions above will need to tie into the task system, so it will not be possible to produce T5 supplements and adventures that do not include the Task System built into it.

If the task system is "a handful of d6's" then I for one will not be buying the game, not even to place on my shelf (I did that with GURPS, all it does is take up shelf space).

Quite frankly I am fed up with new task systems for Traveller. I've moved to using the D20 system as it was a system that my players understood and liked. (D20 has even allowed me to bring in players who never played Trav before). My players will be happy to move back to a system based on an improved MT (and frankly so would I), but thats about it.

So, between all my players and myself, thats about 10 people who will not be purchasing T5.

Also, if all the other licences are pulled to make T5, it still will not make me buy T5.

So I am taking the wait and see (and hope for a direction change) approach.
 
Well, I know I'm not alone in my opinions. The thing is that people shouldn't have to do all this work to fix a broken game so they can have their "better universe". The game should ideally work fine right out of the box - the less tweaking that GMs do with that the better.

People like Loren and Martin aren't being held back because they don't have T5, its release won't really make much of a difference to them (unless of course Marc pulls the licences). After all Marc's not produced anything new himself for CT for at least 20 years, yet Avenger still produces new stuff for it. If T5 comes out, all Avenger would need to do is carry on with T5 stats included as well - they don't need to drop CT or anything else just to do that.

But really I have to laugh when you call Traveller a "high level storytelling RPG" - it's nothing of the sort (at least, not the versions that Marc's been directly involved in). In fact it could very easily be converted directly into a computer game - whether it's traders doing stuff for patrons, or mercs getting tickets to kill stuff (which is most of what CT is about), either way they're basically just "Quests". There's very little in CT that encourages "high storytelling", characters are just randomly generated numbers on a table that people are forced to create a background for. There's no character perks or flaws like in a real storytelling system like say WoD, and little in the way of the flexibility that a more narrativist system allows.

The EVE universe is actually very rich, to dismiss it as a giant wargame implies you don't really know much about it at all. There's a lot of trade involved, a lot of political machinations going on behind the scenes, a lot of ancient ruins and battle sites and other weirdness to explore. WW will be doing an RPG of that, and my hope is that it'll leave Traveller in the dirt.

I don't know where or why you think that "many people believe we're heading back" to wargaming roots. We're not. And besides, the presentation and design of RPGs has moved far beyond what it was in the 70s. Like it or not, RPGs aren't instruction manuals, they need inspiring art and story vignettes and flavour text to get people interested now, and so far I have seen zip, nada, zilch on that front for T5.

Marc's got to listen to what people want - both the existing fanbase, and any others that he wants to attract to the game (if he's even interested in that at all). An MT-like task system is a step in the right direction since that's somewhat iconic for Traveller, but he still needs to simplify it a lot and write everything else with a view to fitting into the modern market if it's to be remotely successful.

The overarching problem, as illustrated by scout_harris quite nicely, is that people don't WANT another task system. They're not interested in new rules when they've got ones that work already. d20 opened up Traveller to the biggest RPG market around, and one that is notoriously hard to persuade to play any other system. As far as I'm concerned, that's it for new systems for Traveller - game over, end of line, the market's as big as it'll ever get and producing anything else is a waste of time so long as d20 is around. It'd be suicide to drop it - if Hunter can't do it then someone else had darn well better step up to that plate.

If I was in charge of the IP, then what I'd do as a first priority is a second edition of T20 that is OGL compatible, rebuilt from the ground up to iron out the flaws and free it from D&D-style d20. After that, I'd get something like ACT or CT+ together and release that for the grogs who use the old rules, making the refined CT/MT system that they want to see. And then (or at the same time) I'd release a unified setting in a single 'Golden Age' time period that fixed everything for both, with T20 and ACT/CT+ rules. And after that, I'd have the option of releasing single, large setting books for different eras, like the milieu books touted for T4 but that never happened. There'd be just the two rulesets on the market and that would be that, and I bet that more people would be happy about that than not.
 
Originally posted by Malenfant:
If I was in charge of the IP, then what I'd do as a first priority is a second edition of T20 that is OGL compatible, rebuilt from the ground up to iron out the flaws and free it from D&D-style d20. After that, I'd get something like ACT or CT+ together and release that for the grogs who use the old rules, making the refined CT/MT system that they want to see. And then (or at the same time) I'd release a unified setting in a single 'Golden Age' time period that fixed everything for both, with T20 and ACT/CT+ rules. And after that, I'd have the option of releasing single, large setting books for different eras, like the milieu books touted for T4 but that never happened. There'd be just the two rulesets on the market and that would be that, and I bet that more people would be happy about that than not.
Not a bad plan

One thing it does do is kind of take Marc out of the design equation, except at a higher decision level... for better or worse, it would depend on how Marc felt about that...
 
It's going to be hard to be heard here with so much discussion going on. Not that what I've got to say is all that interesting/important.

But humour me for a minute. Just my 2c worth.

I cut my teeth on D&D back in Australia when the rule books hadn't yet been imported into the country. All we had to go on were the Ready-Ref-Sheets from Judges Guild, and a lot of imagination about just what an RPG was. Then came AD&D. Then I discovered CT. Sci-fi was more my kind of thing than dragons and dwarfs, so I was the 'Traveller Guy' among my RPG friends. When MT came out I was blown away by the comparative elegance of a task system (I didn't even mind the official Rebellion background). However, somewhere half way through the MT era, I had to withdraw from all RPGs because Life was more important and pressing. I therefore missed TNE, T4 d20, GURPS, etc. that is now the inheritance of RPGs.

Something like 15 or 20 years later, I had an itching to get back to Traveller (call it a mid-life crisis). That was about 5 months ago. So in some respects I was a new consumer for RPGs and Traveller. A newbie who, it can be argued, represent the average future Traveller gamer/consumer.

To my amazement, I found Traveller to be alive, but unfortunately not well. It took quite some time to piece together the history of the intervening years (not made easy by the widespread use of abbreviations) and make a decision on what rules to use. I chose MT because I was distantly familiar with it, and there was either so much bumf for the others (d20, GURPS) or so much criticism of the remainder.

While sorting out in my mind what was and had been going on, I couldn't help thinking it would be great to conflate all the good bits from the different systems and produce a new definitive version (I therefore had great hopes for ACT.)

Yes, I would like to see a SINGLE system. I'd like to see it based on CT + MT + bits from all the rest (made internally consistent of course). I don't understand why MWM wants to make T5, but if you read between the lines after looking at the FFE website and the lack of quality in the CD-ROM scans, I get the feeling he's a bit passed it in more ways than one. I don't think it would decrease the sales of Traveller products to have one good system. If you lose people, you'll gain from elsewhere. Personally, if there was a single rule-set, I'd buy all the supplements, adventures, etc., no matter who the supplier was.

So my vote goes with Malenfant's. Why should that be significant? Maybe because I don't have so much time and effort invested in Traveller like most here appear to have. I suspect my view is more representative of the future growth for Traveller.
 
Maybe, Mal. and I are not too far apart. It seems like that he does not want to be concilitatory with what has gone before. Then I see he does make some compromises. Utimately, it is a wait and see process, in the meantime, we have fantastic products being released over at ComStar, yes, it is a pity ACT is not one of them in the near future.

But I shall be buying both ACT & T5 realizing that as heurstic, T5 might inspire me (just as in a weird way parts of T4 did) and probably play with ACT. Who knows Marc might have secretly adopted ACT his own. We simply do not know.

But to address Mal.'s concerns or comments
People like Loren and Martin aren't being held back because they don't have T5, its release won't really make much of a difference to them (unless of course Marc pulls the licences). After all Marc's not produced anything new himself for CT for at least 20 years, yet Avenger still produces new stuff for it. If T5 comes out, all Avenger would need to do is carry on with T5 stats included as well - they don't need to drop CT or anything else just to do that.
That again assuming that T5 actually changes things dramatically from CT. My gut feeling is that it will not.

But really I have to laugh when you call Traveller a "high level storytelling RPG" - it's nothing of the sort (at least, not the versions that Marc's been directly involved in). In fact it could very easily be converted directly into a computer game - whether it's traders doing stuff for patrons, or mercs getting tickets to kill stuff (which is most of what CT is about), either way they're basically just "Quests". There's very little in CT that encourages "high storytelling", characters are just randomly generated numbers on a table that people are forced to create a background for. There's no character perks or flaws like in a real storytelling system like say WoD, and little in the way of the flexibility that a more narrativist system allows.
You will note the word heuristic in my discussions. Traveller have evolved in the hands of players & referees past yet incorporating those LLBs. In which, the rules are now more serving as a guideline.

The EVE universe is actually very rich, to dismiss it as a giant wargame implies you don't really know much about it at all. There's a lot of trade involved, a lot of political machinations going on behind the scenes, a lot of ancient ruins and battle sites and other weirdness to explore. WW will be doing an RPG of that, and my hope is that it'll leave Traveller in the dirt.
Wargame is more than shoot-em action, it is the simple algorthm that govern play. If the transactions are simple they form a wargame if they change with every encounter then it is a RPG. So, I do agree with you that Traveller has to do more shed its wargame roots.

I don't know where or why you think that "many people believe we're heading back" to wargaming roots. We're not. And besides, the presentation and design of RPGs has moved far beyond what it was in the 70s. Like it or not, RPGs aren't instruction manuals, they need inspiring art and story vignettes and flavour text to get people interested now, and so far I have seen zip, nada, zilch on that front for T5.
Well, I see the return of mininature playing as personified by the smaller players and things desktop gaming as a quasi-return to the rigid wargames of the past. Most of the innovative RPGs are actually losing money...in favor of the simple or ones that involve set formulas.
Marc's got to listen to what people want - both the existing fanbase, and any others that he wants to attract to the game (if he's even interested in that at all). An MT-like task system is a step in the right direction since that's somewhat iconic for Traveller, but he still needs to simplify it a lot and write everything else with a view to fitting into the modern market if it's to be remotely successful.
I would hope that he does. But, as someone, who wants IP control and then farm out different mechanics for different situations, I don't think he will listen to all the different and diverse voices. Sad but neccessary.

The overarching problem, as illustrated by scout_harris quite nicely, is that people don't WANT another task system. They're not interested in new rules when they've got ones that work already. d20 opened up Traveller to the biggest RPG market around, and one that is notoriously hard to persuade to play any other system. As far as I'm concerned, that's it for new systems for Traveller - game over, end of line, the market's as big as it'll ever get and producing anything else is a waste of time so long as d20 is around. It'd be suicide to drop it - if Hunter can't do it then someone else had darn well better step up to that plate.
Thing is, there is a great shift away from d20 and resentment toward it, if you have not noticed.
If I was in charge of the IP, then what I'd do as a first priority is a second edition of T20 that is OGL compatible, rebuilt from the ground up to iron out the flaws and free it from D&D-style d20. After that, I'd get something like ACT or CT+ together and release that for the grogs who use the old rules, making the refined CT/MT system that they want to see. And then (or at the same time) I'd release a unified setting in a single 'Golden Age' time period that fixed everything for both, with T20 and ACT/CT+ rules. And after that, I'd have the option of releasing single, large setting books for different eras, like the milieu books touted for T4 but that never happened. There'd be just the two rulesets on the market and that would be that, and I bet that more people would be happy about that than not.
Here we both agree.
 
Originally posted by kafka47:
But I shall be buying both ACT & T5 realizing that as heurstic, T5 might inspire me (just as in a weird way parts of T4 did) and probably play with ACT. Who knows Marc might have secretly adopted ACT his own. We simply do not know.
What is it you like so much about ACT? I saw a lot of holes in the system, and it fell in that "another-system-because-we-can" department instead of the "GREAT" department.

I was pretty underwhelmed with ACT.
 
Originally posted by Supplement Four:
What is it you like so much about ACT? I saw a lot of holes in the system, and it fell in that "another-system-because-we-can" department instead of the "GREAT" department.

I was pretty underwhelmed with ACT.
IIRC aren't you the main brains behind this "UGM system"? I'd hardly be surprised that you're underwhelmed by other systems in that case ;) . Doesn't really matter which system it is really though, so long as it has that CT/MT base that people seem to be clamouring for. I think ACT was killed before it even had a chance to have its holes ironed out.
 
Originally posted by kafka47:
[QB]But I shall be buying both ACT & T5 realizing that as heurstic, T5 might inspire me (just as in a weird way parts of T4 did) and probably play with ACT. Who knows Marc might have secretly adopted ACT his own. We simply do not know.
He hasn't (and I'm not sure he'd be allowed to anyway). And ACT is dead as far as I know, Avenger is working on a totally unrelated SF system of its own now (Translight).


Wargame is more than shoot-em action, it is the simple algorthm that govern play. If the transactions are simple they form a wargame if they change with every encounter then it is a RPG. So, I do agree with you that Traveller has to do more shed its wargame roots.
I think TNE did that the best to be honest, that was the most narrative, storybased version of the game IMO.

Well, I see the return of mininature playing as personified by the smaller players and things desktop gaming as a quasi-return to the rigid wargames of the past. Most of the innovative RPGs are actually losing money...in favor of the simple or ones that involve set formulas.
I don't think so. I see why you think that minis-based D&D isn't roleplaying, but there are still plenty of people playing their D&D games perfectly well without minis. Dito for other systems too.


Thing is, there is a great shift away from d20 and resentment toward it, if you have not noticed.
I haven't. As far as I can see d20 is going as strong as it ever was, the shelves are as full of d20 as ever - where's the evidence for this "great shift" exactly? And don't quote something like RPGnet, because that place really isn't representative of the general RPG market at all.
 
Originally posted by Malenfant:
IIRC aren't you the main brains behind this "UGM system"? I'd hardly be surprised that you're underwhelmed by other systems in that case ;) .
I did write the UGM, but that doesn't mean I can't or won't appreciate a "GREAT" set of mechanics from some other writer. Quite the contrary.

I wrote UGM to fill a void (CT needed a CT-ish task system that fit it like I glove. I endeavored to create one.)

But, I'll embrace another Trav system if it's "GREAT" and not just a "because-we-can" system (as you say).

ACT was/is a "because-we-can" system, and it wasn't that good. There was no improvement over DGP/UTP. And, if your system isn't better than the UTP, then why write a new one?
 
Originally posted by Malenfant:
And ACT is dead as far as I know, Avenger is working on a totally unrelated SF system of its own now (Translight).
It will be interesting to see how ComStar does with a new, non-Traveller game.

Regardless of how "good" it is, I doubt Translight will go anywhere. I mean, it can be the most fantastic rpg to hit the planet, but without a marketing push, it'll probably live for a little while then die.

I just picked up HIGH COLONIES, an old, dead, rpg, and I'm quite impressed with what I'm seeing in that game.

Of course, that didn't stop me, for years, avoiding it "back in the day", because it was this "little", un-supported SciFi game. Heck, I had TRAVELLER to play.

And now, with the game long out of print, I look over it and see that I think it's actually quite a good game.

Starting a new rpg has got to be similar to opening a restaurant. A huge percentage of them fail...sometimes even when the food is good.

That's how I see Translight. It will probably open and close, even if the food is good.
 
Originally posted by Malenfant:
And don't quote something like RPGnet, because that place really isn't representative of the general RPG market at all.
How's that then? I thought it would be the most generally representative of all internet forums.
 
My group may pick up Translight, if only because one of our referees has been working on a Traveller/RuneQuest III merge for some time now.


Back on topic.

There's no need for T5 unless there's a reinvigoration to be done. Compilations or redactions or piles of obnoxious rules won't cut it.

Mal's right -- many of the first drafts are pretty bad.

I don't know about meeting the deadline, but I see some traction now.
 
RPGnet isn't remotely representative - if you go by that you'd think that most roleplayers played Exalted, and the rest play these obscure artsy ultra-narrativist arcane rule-free small press things that make the rest of us go "huh?". ;)

If you want mainstream, look at something like Enworld. RPGnet is more like a rebellious arthouse (or the cafe where those people hang out ;) ).
 
Is it me or is the way those tasks are expressed in that document really bloody confusing? In fact, the way it's phrased is the exact opposite way to how it's explained.

e.g.

(Dexterity + Firearms) +1 if Aiming > Difficult (3d).

Apparently that means you need to roll 3D and roll higher than your Dex + Firearms (+ 1 if you're aiming). But the way it's expressed, it implies that your Dex + Firearms +1 needs to be higher than ( > ) the result of the 3D roll.

It's more obvious in one of the examples they give:

(Edu + Communications) > Difficult (3D).

Read literally, that means Edu + Comms should be greater than the dice roll. But it actually says the roll needs to be less than the attribute+skill total!
 
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