Given some of the questions around here of late, I thought I would ask Mr. Miller a few questions and he kindly gave me permission to post them here and at JTAS. If there is interest, please feel free to pass them on to the TML as well.
--------
A Short Series of Questions and Anwers about MegaTraveller
WBL:
Marc,
All too often questions come up on the TML, on JTAS, or most recently on
CotI, about how much input you and the rest of the original crew at GDW
put into MT. DGP did do some wonderful things and they also did some, er,
problematical things too. Would you care to comment - perhaps as an
article on CotI about how some of the decisions were made? It's said you loved
the task system and deeply influenced it. To verify that would in itself be very
helpful.
I think there are those of us who are fans of MT would greatly appreciate
some historical clarification. As I have mentioned elsewhere, I would
personally pay a silly amount of money for a single volume hardback of
the original 3 books plus the Referee's Companion. While I am certain there
are others, I'll make no claim to knowing if there are enough to make it economically viable.
There are many simple questions that I think would be helpful - especially
for Traveller as whole to move forward - to have an answer for from the
creator.
MWM:
Frankly, I appreciate your interest. Let's approach it this way.
You get me a list of questions (actually, don't try for a comprehensive
list; just a few at a time). I'll answer as best I can. You can feel free to
republish or retransmit what I say however you want to (and so can I).
If a question is inappropriate, or I don';t want to answer it, I'll delete
it from the reply I send.
You can always feel free to indicate you asked a specific question and I
(for whatever reason) ignored it.
I look forward to your questions.
Marc Miller
1) One of the distinguishing characteristics of MT is the task system
introduced in various DGP products even before MT came out. Was the task
system a creation of DGP only or was GDW involved as well?
The DGP concept of a task system came from them, although I gave
substantial feedback in its formative stages. Their DGP treatment of tasks in Digest
was an experimental or playtesting stage that saw its culmination in the
publication of MT.
They thought it up; GDW (I) interacted with them once they had the idea.
2) What was your opinion of it at the time? Has that opinion changed over
the years?
You have to remember that DGP started out producing some very interesting
adventure concepts for Traveller. That process (of them writing and me
feedbacking) developed a working relationship. At some point after we forged
that relationship, they came up with the task system.
I responded with some sort of head slap (doh!) when I saw it and immediately
thought it was a missing link in RPG play. I continue to think that... A
task system is essential to an RPG. What has changed is my thought about the
mechanism for resolving tasks.
3) Were the task systems in the other GDW games of the era (T2K & 2300
especially) influenced by it?
2300 certainly was founded on the MT task experience and was an attempt to
be an improvement.
T2K's tasks system was an alternative route (competing design philosophies
within the GDW design stable). I thought the MT task system was superior;
T2K's is not rigorous enough to cover many different situations.
4) Was there ever consideration given to producing a revised edition of The
Traveller Book incorporating the task system in place of the 8+ +DMs system?
Or was MT seen as a better way of accomplishing this?
My first response is that MT was CT with a task system added. To go to
the effort of producing an addition like tasks and then not look at other
areas that could use an upgrade would have been counter productive. MT was
intened to be the next generation of Traveller, and it needed to have more than
just a task system. On the other hand, in my mind, the task system was what
CT was lacking and represented the basic "next step" for Traveller.
5) Was the relationship between DGP and GDW similar to that of you and
SJG for the GURPS Traveller line where the produce things fairly
independently but still require to have your approval in the end?
No answer at this time.
6) Was the idea of the Rebellion originated at DGP or GDW?
For good or ill, I claim the concept of the rebellion and the assassination.
7) When the Rebellion was conceived was there a idea for an ending in mind
or was the situation as described in the Rebellion Sourcebook as far as it
had been taken?
We envisioned the rebellion creating a chaotic universe with less, rather
than more, Imperial control.
It seems that the GDW universes tend to move from disorder to order, which
creates less opportunity for adventurous role playing.
Ie. The Twilight universe tends toward peace and progress rather than a slow
spiral into chaos. The 2300 universe looks for solutions to the Kafers rather than a future with them always a menace. Similarly, the Rebellion design advisors looked toward a future when it was over.
Our answer was to not make answers up in advance, but to let it play itself
out. It was never fully detailed how it played out.
8) If the ending was not known at the start, when was it decided upon?
No answer at this time.
9) Were Assignment Vigilante, Hard Times, and the rest of the "late"
period MT products produced before or after the ending was decided?
10) When did the Real Strephon become real? (IITR comments by Loren that
this was his idea?)
The TNE situation is a sticky one. During the transition from MT to TNE, I
left GDW "to pursue other interests" and responsibility fell to Dave Nilsen
for handling Traveller. At the same time, the decision was made (as GDW slid
downhill) to consolidate the T2K and TNE game systems to make rule
management easier.
Much of TNE reflected a continuing need to create chaos in the Traveller
universe (to encourage role-playing adventure). I was not consulted on much
of this work.
As a matter of canon, I have resolved that TNE (virus, etc) is part of canon,
and needs to be explained as best it can. Some of the material was never fully
explained to me, or even documented as to its final result.
Dave Nilsen, because he is no longer with GDW, is no longer able to detail
the answers to some of the conepts he posed (Empress Wave, etc), which now
falls to me to explain. I have not concocted canon explanations for them (at
least that I want to publish yet).
Similarly, Loren, while at GDW, determined that Strephon was the Real
Strephon, and that became canon.
11) When did, in the context of the change from MT to TNE, did DGP and GDW
decide to go their separate ways?
If I remember correctly, DGP truncated their "Grand Tour" and eventually
bowed out of publishing (as an unprofitable enterprise) sometime prior to
TNE.
12) Did Dave Nilson start with GDW in the TNE era or was he with you prior
to that? If he joined then, was he a catalyst of the decision to change over
to TNE?
Dave was there for many years before the TNE effort and was a good and
trusted designer. Franck Chadwick decided to produce TNE and he outlinedthe
basic concepts; Dave then fleshed them out and took it from there.
It is important to remember that GDW was a partnership of three or four etc
designers who over the life of the company produced one new title every
22 days for 22 years. Although we had disagreements, we nevertheless forged
a good long term working relationship that served us all well. I am proud
of the company, its products, and its designers and staff. It produced a
wide variety of games in a variety of fields, and won awards for many of
them.
Both Frank Chadwick and I were inducted into the Hall of Fame, as was
Traveller.
To play up any negative aspects of the history is to miss how very
successful the company was while it lasted.
WBL:
I am sorry if I have given that impression -
MWM:
You didn't. I wanted to make sure that I didn't.
13) Was the material that would make up Survival Margin decided/outlined
(not necessarily written) early or late in the process?
The general process was for a concept to be decided on (by Marc, or by
Frank) and basic work to be done. Then it would be written, edited, etc by a
designer. So SM was "outlined" in general detail early in the process. By
outlined, I have to say, probably no more than 3-5 pages.
14) In the back of COACC there was an advertisement for an adventure
called "Flashback". Loren has commented that this was one of your projects but
that nothing ever came of it. Was anything ever put together for it? Is there
any hope for it ever seeing the light of day? It always seemed like a really
great idea to me.
Flashback was a concept (GDW commonly titled projects before there was
ever a manuscript). It transformed into Fast Forward (which I would still like to
do).
Basically, it is
In the early days of the Rule of man, a group/ship crew, rather large...
Gets a big blast of radiation and elects to go into cold sleep until a cure
can be found. Some few come out from time to time to check on things,
and manage to be present at the major events in history. Each time they come
out, there is a moral dilemma on what to do.
Ie. There is a cure, but it involves transforming the person into an
ethereal plane. Some elect to do that; other not.
Ie. The medical foundation they founded has a cure, but it is also crucially
needed for a dying race on a doomed world. They elect to give it up and go
back to cold sleep.
Etc etc.
15) Finally what are the prospects for either the rumored MT cdrom or
perhaps a single volume of the GDW books in a softcover like the Twilight
2000 Volume 1 that you recently produced? Perhaps including the "historical
background" from the beginning of Survival Margin so that the whole
Rebellion storyline is told?
We are considering a MT CDROM. It is at least a year before we would start
on it.
There is probably no prospect of a one-volume MT book as has been mentioned
by some.
WBL:
Thank you for taking the time to answer these questions and, more importantly, thank you for all the fun,
William Barnett-Lewis
--------
A Short Series of Questions and Anwers about MegaTraveller
WBL:
Marc,
All too often questions come up on the TML, on JTAS, or most recently on
CotI, about how much input you and the rest of the original crew at GDW
put into MT. DGP did do some wonderful things and they also did some, er,
problematical things too. Would you care to comment - perhaps as an
article on CotI about how some of the decisions were made? It's said you loved
the task system and deeply influenced it. To verify that would in itself be very
helpful.
I think there are those of us who are fans of MT would greatly appreciate
some historical clarification. As I have mentioned elsewhere, I would
personally pay a silly amount of money for a single volume hardback of
the original 3 books plus the Referee's Companion. While I am certain there
are others, I'll make no claim to knowing if there are enough to make it economically viable.
There are many simple questions that I think would be helpful - especially
for Traveller as whole to move forward - to have an answer for from the
creator.
MWM:
Frankly, I appreciate your interest. Let's approach it this way.
You get me a list of questions (actually, don't try for a comprehensive
list; just a few at a time). I'll answer as best I can. You can feel free to
republish or retransmit what I say however you want to (and so can I).
If a question is inappropriate, or I don';t want to answer it, I'll delete
it from the reply I send.
You can always feel free to indicate you asked a specific question and I
(for whatever reason) ignored it.
I look forward to your questions.
Marc Miller
1) One of the distinguishing characteristics of MT is the task system
introduced in various DGP products even before MT came out. Was the task
system a creation of DGP only or was GDW involved as well?
The DGP concept of a task system came from them, although I gave
substantial feedback in its formative stages. Their DGP treatment of tasks in Digest
was an experimental or playtesting stage that saw its culmination in the
publication of MT.
They thought it up; GDW (I) interacted with them once they had the idea.
2) What was your opinion of it at the time? Has that opinion changed over
the years?
You have to remember that DGP started out producing some very interesting
adventure concepts for Traveller. That process (of them writing and me
feedbacking) developed a working relationship. At some point after we forged
that relationship, they came up with the task system.
I responded with some sort of head slap (doh!) when I saw it and immediately
thought it was a missing link in RPG play. I continue to think that... A
task system is essential to an RPG. What has changed is my thought about the
mechanism for resolving tasks.
3) Were the task systems in the other GDW games of the era (T2K & 2300
especially) influenced by it?
2300 certainly was founded on the MT task experience and was an attempt to
be an improvement.
T2K's tasks system was an alternative route (competing design philosophies
within the GDW design stable). I thought the MT task system was superior;
T2K's is not rigorous enough to cover many different situations.
4) Was there ever consideration given to producing a revised edition of The
Traveller Book incorporating the task system in place of the 8+ +DMs system?
Or was MT seen as a better way of accomplishing this?
My first response is that MT was CT with a task system added. To go to
the effort of producing an addition like tasks and then not look at other
areas that could use an upgrade would have been counter productive. MT was
intened to be the next generation of Traveller, and it needed to have more than
just a task system. On the other hand, in my mind, the task system was what
CT was lacking and represented the basic "next step" for Traveller.
5) Was the relationship between DGP and GDW similar to that of you and
SJG for the GURPS Traveller line where the produce things fairly
independently but still require to have your approval in the end?
No answer at this time.
6) Was the idea of the Rebellion originated at DGP or GDW?
For good or ill, I claim the concept of the rebellion and the assassination.
7) When the Rebellion was conceived was there a idea for an ending in mind
or was the situation as described in the Rebellion Sourcebook as far as it
had been taken?
We envisioned the rebellion creating a chaotic universe with less, rather
than more, Imperial control.
It seems that the GDW universes tend to move from disorder to order, which
creates less opportunity for adventurous role playing.
Ie. The Twilight universe tends toward peace and progress rather than a slow
spiral into chaos. The 2300 universe looks for solutions to the Kafers rather than a future with them always a menace. Similarly, the Rebellion design advisors looked toward a future when it was over.
Our answer was to not make answers up in advance, but to let it play itself
out. It was never fully detailed how it played out.
8) If the ending was not known at the start, when was it decided upon?
No answer at this time.
9) Were Assignment Vigilante, Hard Times, and the rest of the "late"
period MT products produced before or after the ending was decided?
10) When did the Real Strephon become real? (IITR comments by Loren that
this was his idea?)
The TNE situation is a sticky one. During the transition from MT to TNE, I
left GDW "to pursue other interests" and responsibility fell to Dave Nilsen
for handling Traveller. At the same time, the decision was made (as GDW slid
downhill) to consolidate the T2K and TNE game systems to make rule
management easier.
Much of TNE reflected a continuing need to create chaos in the Traveller
universe (to encourage role-playing adventure). I was not consulted on much
of this work.
As a matter of canon, I have resolved that TNE (virus, etc) is part of canon,
and needs to be explained as best it can. Some of the material was never fully
explained to me, or even documented as to its final result.
Dave Nilsen, because he is no longer with GDW, is no longer able to detail
the answers to some of the conepts he posed (Empress Wave, etc), which now
falls to me to explain. I have not concocted canon explanations for them (at
least that I want to publish yet).
Similarly, Loren, while at GDW, determined that Strephon was the Real
Strephon, and that became canon.
11) When did, in the context of the change from MT to TNE, did DGP and GDW
decide to go their separate ways?
If I remember correctly, DGP truncated their "Grand Tour" and eventually
bowed out of publishing (as an unprofitable enterprise) sometime prior to
TNE.
12) Did Dave Nilson start with GDW in the TNE era or was he with you prior
to that? If he joined then, was he a catalyst of the decision to change over
to TNE?
Dave was there for many years before the TNE effort and was a good and
trusted designer. Franck Chadwick decided to produce TNE and he outlinedthe
basic concepts; Dave then fleshed them out and took it from there.
It is important to remember that GDW was a partnership of three or four etc
designers who over the life of the company produced one new title every
22 days for 22 years. Although we had disagreements, we nevertheless forged
a good long term working relationship that served us all well. I am proud
of the company, its products, and its designers and staff. It produced a
wide variety of games in a variety of fields, and won awards for many of
them.
Both Frank Chadwick and I were inducted into the Hall of Fame, as was
Traveller.
To play up any negative aspects of the history is to miss how very
successful the company was while it lasted.
WBL:
I am sorry if I have given that impression -
MWM:
You didn't. I wanted to make sure that I didn't.
13) Was the material that would make up Survival Margin decided/outlined
(not necessarily written) early or late in the process?
The general process was for a concept to be decided on (by Marc, or by
Frank) and basic work to be done. Then it would be written, edited, etc by a
designer. So SM was "outlined" in general detail early in the process. By
outlined, I have to say, probably no more than 3-5 pages.
14) In the back of COACC there was an advertisement for an adventure
called "Flashback". Loren has commented that this was one of your projects but
that nothing ever came of it. Was anything ever put together for it? Is there
any hope for it ever seeing the light of day? It always seemed like a really
great idea to me.
Flashback was a concept (GDW commonly titled projects before there was
ever a manuscript). It transformed into Fast Forward (which I would still like to
do).
Basically, it is
In the early days of the Rule of man, a group/ship crew, rather large...
Gets a big blast of radiation and elects to go into cold sleep until a cure
can be found. Some few come out from time to time to check on things,
and manage to be present at the major events in history. Each time they come
out, there is a moral dilemma on what to do.
Ie. There is a cure, but it involves transforming the person into an
ethereal plane. Some elect to do that; other not.
Ie. The medical foundation they founded has a cure, but it is also crucially
needed for a dying race on a doomed world. They elect to give it up and go
back to cold sleep.
Etc etc.
15) Finally what are the prospects for either the rumored MT cdrom or
perhaps a single volume of the GDW books in a softcover like the Twilight
2000 Volume 1 that you recently produced? Perhaps including the "historical
background" from the beginning of Survival Margin so that the whole
Rebellion storyline is told?
We are considering a MT CDROM. It is at least a year before we would start
on it.
There is probably no prospect of a one-volume MT book as has been mentioned
by some.
WBL:
Thank you for taking the time to answer these questions and, more importantly, thank you for all the fun,
William Barnett-Lewis