Originally posted by Malenfant:
It's one thing to say "I don't think that's what Traveller is about". It's another to say "that's not Traveller". The former is clearly an opinion, the latter sounds more like a statement.
I think the latter is just the former in fewer words.
Originally posted by Malenfant:
If verisimilitude and realism and consistency matters to you, then it does serve a purpose.
As the cast of "Sesame Street" might sing, "One of these things is not like the others!"
A setting and a rules system can provide verisimilitude ("the appearance of truth") and consistency without being realistic. Verisimilitude strives for the suspension of disbelief, not a rendering of objective truth.
Many fantasy roleplaying games and settings offer both consistency and verisimilitude, but are not realistic.
Originally posted by Malenfant:
Why not change it though? If you can fix it for minimal effort then why not fix it? It just strikes me as being intellectually lazy to ignore it.
It strikes me as intellectually remiss to expect others to disprove a negative - that's a rhetorical dodge.
(An analogy: You don't get to claim that 37582 Faraday is a giant primordial mallomar, and then tell your critics to prove you wrong!

)
The burden is on you to show why making the OTU more realistic is an improvement, not on others to prove that it isn't.
Originally posted by Malenfant:
I mean, if you're writing a program and you see a programming error that doesn't really affect the output but is still a flaw nonetheless, do you just ignore it or do you fix it so it's not a problem in future? I'd fix it myself.
Most end-users run the program without ever examining the code at all, and therefore it's a complete non-issue for them either way.
Originally posted by Malenfant:
The point of my example of changing the aliens was to illustrate that you could still have the basic setting and history of Traveller remain roughly unchanged, so long as something else similar filled their niche.
For me, and I imagine for a number of other
Traveller gamers, "humans with funncy cultures" aren't really similar enough to fill the niche, not by a long shot.
Originally posted by Malenfant:
I've never really found any of the aliens in Traveller to be that unique or interesting myself. They've largely been one-dimensional space opera cliches, IMO, and it's not as if you couldn't theoretically replace them with "human with a funny attitude".
This sounds a lot less like, "What makes the OTU the OTU?" and more like, "Here's stuff I can't stand about the OTU that I think should be changed."
Originally posted by Malenfant:
But if that was what was presented at the start instead of the alien-filled OTU, I don't think many would really care because the attitudes of the races would remain similar.
Now we're no longer talking at all about what makes the OTU the OTU, and talking solely about an ATU that is built around your personal preferences.
That's not a bad thing of course - if you wrote it and published it as a .pdf, I might even buy it - but it doesn't really seem to be what you started out asking.
Originally posted by Malenfant:
Most of these are just hypothetical (extreme) examples. I'm not actually saying we should drop all the aliens in Traveller or anything, just trying to illustrate my point.
Saying that a planet orbits a different star doesn't suddenly break the game and make it "not Traveller", as some people might claim.
Okay, but my questions as to how this makes the game better than it is now is still open. . .
Originally posted by Malenfant:]Depends how you want it improved really. If the existing trade system doesn't work for larger entities, then sooner or later you're going to wonder how the botched-together small-scale one can be adapted to work at that scale. But if you had a usable system that worked equally well regardless of scale, wouldn't you want to use that instead?
Ah, now we have something to discuss.
My answer is, "It depends." Is the system easy to use? Does it provide the same options the players have now, or more options without additional complexity? Does it actually fit my campaign?
This last one goes directly to the issue of scale. I've had no problem with characters running small shipping lines using nothing but the
LBB 2 trade tables and the variant speculation rules in
JTAS, so scaling up the rules hasn't been a problem in search of a fix.
On the other hand, I've never tried a game where the adventurers are running an Al Morai-size line, and such a system, if playable, could prove handy.
My question is, do we really need to change the OTU assumptions to create a workable, character-scale variant that would make that possible?
Moreover is it impossible to write a rules variant without first creating a top-down economic model of the Third Imperium?
Originally posted by Malenfant:
I'd rather have an abstract system that is based on realism myself. The less goofy it is, the better - but I certainly don't want to drown everyone in formulas and tables during gameplay either.
If you can balance the two, great. In my experience it takes an exceptional game designer to do that - many try, few succeed.
I prefer those who err on the side of playability, since that's where the rubber meets the road.
I don't believe for a moment that the OTU has a total of thirty-six goods and commodities that make up the whole of the speculative trade, but the playability of the trade rules is more important than a more complete and more complicated system.
Originally posted by Malenfant:
I'm assuming that there's a core definition of Traveller that people are using by which to define the game - and if something deviates from that, then people cry "that's not Traveller!".
Flash! Gamers have strong opinions!
In other breaking news, water is still wet!
Originally posted by Malenfant:My opinion or perception of that doesn't come into it.
Ah, but it does, it does, considering how many of the things you so vocally proclaim need to "fixing" happen to coincide with your personal likes and dislikes.
I wager you're not as objective as you'd like to believe.
Originally posted by Malenfant:
What I'm unconvinced by is the assertation that making those changes really does makes it "not Traveller". Again, people can get into a tizzy if I (or anyone) suggests changing a star or a planet into something else, even if nothing else about the system changes. Why should that make a difference to whether it's really "Traveller" or not?
For me, most of it doesn't. I fool with canon all the time - my perogative as a referee.
Many gamers, regardless of system or setting, value portability - in my experience these people are the ones most concerned with preserving canon unchanged. They are a tough crowd to convince otherwise - about as tough as those who demand a high degree of realism in their science fiction roleplaying games.
Originally posted by Malenfant:
I think I already have, many times.
No, you've said, "Realistic is better!" and invited others to challenge your assumption. That's not the same thing.
Originally posted by Malenfant:
It makes the setting more believable and internally-consistent, and adds verisimilitude where there was none before.
See above for verisimilitude, realism and consistency.
Originally posted by Malenfant:
Let's face it, if everything made sense in Traveller, then we wouldn't keep having the same arguments all the time about trade or realism or budgets and how they all can't possibly work as they stand.
Yeah, and no one EVER has these same arguments about OTHER gaming systems or settings.
Dude, that's just gamers. It has nothing to do with
Traveller.
Originally posted by Malenfant:
It can give you more possibilities for things to do elsewhere in the system or on the mainworld that wouldn't have been apparent otherwise, for one thing. If you have more information at hand then you can use it in more ways.
See, now this is how you make your argument! This is a selling point.
That said, in my experience playing
Traveller, we didn't need
Scouts, or
World Builders' Handbook, or
First In, to come up with different and varied worlds to explore. Most of these systems were too cumbersome, too detailed, for our fast-moving games.
That doesn't mean we lacked for double-planets or tidally-locked worlds or gas giant ring systems or iceballs in our games - we just added them in where we wanted them, as the adventures or circumstances called for. We had variety and mystery and wonder, and we didn't need a rules system to create that for us.
I think the bottom line is this: You value realism as a desireable goal in and of itself, and you have strong opinions about what you like and don't like, so why not leave the OTU to those who like it as it is, and stick with your ATU, where everything can be as you think it ought to be?