So a "good" referee should pick through all of the editions to make his game?
Just how much time/money/effort do you expect us to spend? Like you need to get a PHD in Comparative Gaming and RPG History or something....
Why is this so hard?
All of that work needs to be done by someone that has a keen eye for synthesis... and that knows the point at which adding anything more can ruin something. As it stands, the Traveller family of games assume that the buyer will want to do that-- in place of the game designer. And no... I really don't care that AD&D used to be like that: other games grew out of that phase and I wish Traveller would, too.
This goes deeper than just shopping around and assembling various subsystems like Legos(r). (I'll take T4's combat and psionics... TNE ship design... First In and my homemade computer program for world design... and my own homebrew chargen based on Book 1 and COTI.) The rules systems have to imply the setting, too. There needs to be accurate commentary on the implications of the rules and their ramifications.
(On a recent thread, Hans pointed out that, based on his analysis of the trade rules, there'd really be no Jump-1 traffic on the mains and that most traffic would be of the back and forth ad infinitum variety. I'm sorry, but I want to game in a universe where tramp freighters drop into port and decide the next stop based on starport gossip-- and that while most freighter captains might hang out in a single subsector, many could end up travelling through the entire sector.)
Just how much time/money/effort do you expect us to spend? Like you need to get a PHD in Comparative Gaming and RPG History or something....
Why is this so hard?
All of that work needs to be done by someone that has a keen eye for synthesis... and that knows the point at which adding anything more can ruin something. As it stands, the Traveller family of games assume that the buyer will want to do that-- in place of the game designer. And no... I really don't care that AD&D used to be like that: other games grew out of that phase and I wish Traveller would, too.
This goes deeper than just shopping around and assembling various subsystems like Legos(r). (I'll take T4's combat and psionics... TNE ship design... First In and my homemade computer program for world design... and my own homebrew chargen based on Book 1 and COTI.) The rules systems have to imply the setting, too. There needs to be accurate commentary on the implications of the rules and their ramifications.
(On a recent thread, Hans pointed out that, based on his analysis of the trade rules, there'd really be no Jump-1 traffic on the mains and that most traffic would be of the back and forth ad infinitum variety. I'm sorry, but I want to game in a universe where tramp freighters drop into port and decide the next stop based on starport gossip-- and that while most freighter captains might hang out in a single subsector, many could end up travelling through the entire sector.)