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But what do you want publishers to do? Plan their publications years in advance and print a list? How far ahead? Often a magazine don't know what it's going to print more than one issue ahead.
Nope, I would not expect any successful business to plan ahead.
Being employed in the Game Hobby industry, I know that you need to be flexible with many things to stay abreast of fads and gamer desires.
But we are talking about long range planning here for a game that has been around how many years.
Oh, I am not advocating that every little detail be planned, designed and waiting until a release date. see below for more about this
rancke said:
There's a simple solution to that. Tell your players not to make assumptions about YOUR Traveller Universe based on official publications unless you endorse it.
Actually, if I know that my players have access to a setting description, I change some of the details as a matter of course.
Nothing wrong with this.
Keeps them on their toes. Did the same for some of AD&D games by using other company game's creatures and treasures. Nothing like fighting a Pallidium dragon versus a AD&D dragon. Got my players to start asking more detail questions before just charging in on any old adventure.
rancke said:
How can you come up with a reasonable explanation for why your version of [world/subsector/sector] is radically different from the official version no matter how much advance warning you have? (Except, of course, enough advance warning not to work out your own version at all).
Hans
Because I usually don't deviate that much from cannon when I run my Traveller game. My Futura game (pure SciFi), anything can go cause it exists somewhere out there, or you can be the first to find it. That one is for my mind and such. (Had over 151 galaxies involved in that game. Mega level play, travel where ever play, down to individual worlds. All depended on the players at the time and the scenario/situation at that moment in the game.
But My Traveller (R) was for a set game based on the OTU. I also shared the universe world with 2 other very good GM. We each had a part of 3I and each of us played/controled set alien sectors. That allowed us to play sometimes and run at other times so we did not get burned out. So, in my situation it was important to maintain as close to OTU as information was available.
I think that is why I see and would like to see a bit of the upcoming, where we are going type information. I REALLY LIKE the JTAS (later Challenger) magazine. Often times they would tell you about something and have an adventure or such for it. Then a bit later you would get the actual book or supplement for it.
So, I don't have much problem explaining the changes IF I know some are coming, unless the players are over their heads involved in the area that just got changed.
To give you an idea of why it was important to stay OTU as much as possible (besides the notes above), we had about 10-12 players (some where military diehard gamers) that only played Traveller(R) and GDW games. Period. Nothing else, and you better be correct. (They were holly terrors when Twilight 2000 came out.)
As for my Futura world, it was more popular. I had 12 to 16 players a game (largest ever done at one time was 22). Had almost 50 players who would play off and on over the month. Ran once to twice a week for 4 to 6 hours a game session. It was work. My college scores showed the result (low grades). I had to stay on top of many things and have about a dozen or so possible scenarios ready at any time, many times just notes and played it by ear. (with more notes taken during the game so I could keep track of future developments.)
After about 2 years of this, I really really started like a set universe like Traveller. I didn't have to work so much and keep so much straight. Marc and GDW did the outline work for me. Love them for that.
Sorry, I was so long winded. I just wanted you all to see my view point about why I said what I did. Thanks for listening.
Dave Chase