<BLOCKQUOTE>quote:</font><HR>Originally posted by hunter:
Since there are a ton of questions on just what D20 Traveller is going to be, here are a few basic notes on where we are heading:<HR></BLOCKQUOTE>
I'm reading intently.
<BLOCKQUOTE>quote:</font><HR>
[bWho D20 Traveller is Marketed For
New Players. While we hope the current core group of Traveller fans will check it out, we aren't expecting or counting on converting you. There is nothing wrong with the versions you currently play.
D20 Traveller is shooting for the D20 players out there who haven't ever heard of or never played in the Traveller universe. Someone has to do it!
<HR></BLOCKQUOTE>
Existing Traveller players, especially older
guys like me who weren't really satisfied
with some of the successors to CT but who
also recognize how dated the old system is,
should be willing to give T20 a shot. Why
not, other than an unreasoning prejudice?
<BLOCKQUOTE>quote:</font><HR>
Classes
Yes there will be classes and/or prestige classes.
<HR></BLOCKQUOTE>
Good. There have always been classes in
Traveller, although they weren't called
such, and were used only during character
generation, since there wasn't a clear
character upgrade path from that point.
Classes will be necessary to attract new
players. There is nothing wrong with
classes--they encourage a sane and central
character conception and provide a clear
upgrade path. They are also an aid to
the GM, who finds it easier to make useful
and balanced NPCs.
I strongly recommend that if you retain
any vestige of the old roll-and-take-your-
chances system, that you provide an alternate
point buy system and free character selection
system also.
<BLOCKQUOTE>quote:</font><HR>
Hit Points
There will not be Hit Points as per the D&D and D20 system rules. It will be much closer to CT. There will be some, but very limited increase per level
<HR></BLOCKQUOTE>
Hmmm. Be careful here. One of the things
that I strongly believe limited Traveller's
appeal was the deadly nature of combat even
to experienced PCs. This crippled player
acceptance of the early versions of Call of
Cthulhu as well. Why bother with a complicated and detailed character generation process only to lose the character from one shot due to the vagaries of a single die roll?
The Star Wars RPG actually handles this
very well.
<BLOCKQUOTE>quote:</font><HR>
Races
Currently Human, Vargr, Aslan. Looking to add possibly two (more?) other minor alien races
<HR></BLOCKQUOTE>
Human, Vargr, and Aslan will probably cover most people, although I really think that humans should be divided at least into Zhodani, Imperial and Solomani, with some minor differentiation. You might consider adding the other major races as least as NPC races--the K'Kree and Hivers. Vegans should be added for Solomani Rim campaigns. Droyne for anything in the Spinward Marches.
<BLOCKQUOTE>quote:</font><HR>
Homeworld
There is a system to determine your general homeworld characteristics which give you skill and feat adjustments
<HR></BLOCKQUOTE>
Neat. This is something that I don't think existed before. If you could correlate this to actual worlds in the Marches, or Rim, or Galactic Survey, without such correlation being mandatory, that would be interesting.
<BLOCKQUOTE>quote:</font><HR>
Prior Service
Yes there will be Prior Service, with the overall effect of raising character level. You will start playing with an 'experienced' character, unless of course you choose NOT to go through Prior Service. Prior Service also includes the University
<HR></BLOCKQUOTE>
This is probably appropriate, particularly for those who have problems with the traditional YOU-MUST-START-AT-LEVEL-1 approach of level-based campaign systems.
<BLOCKQUOTE>quote:</font><HR>
Starship Design
Almost pure High Guard (CT Book 5)
<HR></BLOCKQUOTE>
High Guard was and is a great system for
quickly generating starships and non-starships. So was the system from
Traveller: 2300, which later became 2300AD.
I'm interested in the 'almost' part. What
is the essence of the difference?
<BLOCKQUOTE>quote:</font><HR>
Ship to Ship Combat
High Guard steps, replacing To Hit and Penetration tables with D20 tasks
<HR></BLOCKQUOTE>
Probably a good abstract system--but watch
out. This is a step that tripped the people
who created the SWRPG d20. You might
consider something more along the lines of
the silent death rules for people who would
like a more detailed system, using ship
minatures, etc. You would need a system
for converting Traveller ship stats to stats
under such a system of course, unless you
made it so that it used the stats directly.
<BLOCKQUOTE>quote:</font><HR>
World and System Building
Almost pure CT Book 3
<HR></BLOCKQUOTE>
Book 6 was better. And Book 7 added
trade information that probably needs
to be heavily updated--but still, there
is no need to go with the minimum here.
<BLOCKQUOTE>quote:</font><HR>
Psionics
Very close to CT Psionic rules, but some modifications
<HR></BLOCKQUOTE>
That's fine, but again, I'm seeing a pattern
here, one of trying to adapt stuff that is
twenty years old now. Don't feel so
constricted. Make changes as appropriate
for play balance and enjoyment.
<BLOCKQUOTE>quote:</font><HR>
Combat
Much easier to die than in D&D or D20 System, with changes to what were Hit Points.
<HR></BLOCKQUOTE>
Traveller fans don't like to hear it, but
it is true--this chases new people away.
Certainly it should be "easier" to die in
Traveller than in D&D 3e, with the latter's
emphasis on heroic fantasy combat and
spellcasting, but don't overdo it. Trust
me, you will regret it when people drop out
of buying the game with the complaint, "I
spent all this time making a great character,
and now he is dead because of one stupid
die roll." This isn't Paranoid--character
death should still be an exception in cases
of intelligent play, not the rule. And
leave room for space opera--make "higher points" an option at least.
<BLOCKQUOTE>quote:</font><HR>
Experience
NO, experience will not be equated to the type and number of creatures/people killed in a game. Guidelines for awarding experience for good role-playing, etc. will be established.
<HR></BLOCKQUOTE>
Well....
You might benefit by knowing what the discussion on the Star Wars boards has been about this. "Story" and "roleplay" experience is supposedly the rule in SWRPG as well, but a lot of people are starting to adapt at least some D&D 3e "kill" experience to SWRPG, because they are discovering that the story award approach is too subjective, and doesn't work well for long, complicated modules requiring play over several sessions.
The 3e approach isn't the same as the old TSR Monty Haul approach to experience. Properly designed adventures give awards for overcoming obstacles of all kinds, including "monsters", who don't have to be killed to be defeated anymore, just neutralized as a threat. (i.e. you get the same experience for convincing the ogre barbarian that you really have a good reason to see his chieftain so he lets you through the door, as you do for killing him.)
<BLOCKQUOTE>quote:</font><HR>
Campaign Setting
Imperial Domain of Gateway, years 950-1050 (Ley, Glimmerdrift, Gateway, Crucis Margin Sectors).
<HR></BLOCKQUOTE>
Interesting choice. I'm curious as to why this particular choice, but it isn't necessarily a bad one. The ability to play in other eras or locations should be left open, I think. Didn't at least one of the previous games try to set matters in this era, or am I mistaken?
<BLOCKQUOTE>quote:</font><HR>
Ideas and suggestions are encouraged and welcomed! We want these new players to enjoy Traveller as much as the rest of us already do!
Hunter
<HR></BLOCKQUOTE>
That is what I've tried to provide you with the limited information I have, and I hope that it is taken as constructive criticism, because that is how I have intended it.
I have a regular gaming group that plays a lot of D&D 3e and some SWRPG d20 as well. Mostly RPGA members. I would like to have the opportunity to playtest T20, if this would be possible. I feel that as an old-time CT gamer, and a fan of the D20 system, I can provide both my own insights and those of what I suspect to be your target audience among my gaming friends. Please contact me at
jmbrook2@hotmail.com regarding this, if this is something doable.
Mark Brooks
[This message has been edited by JMBrooks (edited 31 May 2001).]