M
Malenfant
Guest
Sure, because that's the whole damn point! That's what a generic scifi toolkit is supposed to let you do - help you come up with your own backgrounds. If Traveller doesn't let you do that, and instead says "here's some readymade ideas for you" then it can't justifiably be called a "generic sf toolkit" at all.Originally posted by Jeffr0:
Right... so with GURPS Space, I not only need to come up with my own FTL drive, future history, races, and background... but I need to think through the implications of my assumptions... and design a trade system that is not only playable but realistic. And then I need to playtest everything.
GURPS Space et al just give you the pieces with with to assemble any setting you like. Something like Fading Suns or Blue Planet gives you a fully fleshed out setting to play in. But Traveller seems to just give you a predefined bare framework - just restricting enough to prevent you from doing whatever you like, but not detailed enough to give you all the information you need (and then of course it goes on to provide you with the OTU to put on that framework to make it more specific).
If Traveller really is a specific setting then why not just drop any pretense of of it being a generic toolkit and just have it embrace the OTU fully instead? Then the Traveller system (whatever it is at the time) becomes the engine that lets you run games specifically set in the OTU.
GURPS Space has been designed and tested and developed, very thoroughly in fact. And then of course GURPS itself has been tested and tested and tested to death. All the end user is doing is using those very well designed, very thoroughly tested tools to make their own background. What one comes up with as a result may be untested, but the building blocks that it's made out of are very solid indeed.Sure, anything is possible with GURPS Space. That's the point. I'd rather play a game that's, you know, been designed and tested and developed. [/QB]