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Some Folks Were Looking Forward To It

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If you're building, say, over 20-30 worlds with GURPS Space... and designing maybe 20-30 ships or so with any Ship Design System... and you're building a setting where the players will move from world to world pretty often... then you're practically playing Traveller no matter what system you're using-- especially if your overall theme is more Foundation/Dune/Alien/Firefly and less Star Wars/Star Trek.

In fact, Traveller is actually a verb meaning to waste a lot of time fiddling with large amounts of world and ship statistics.
 
Originally posted by Malenfant:
Originally posted by Jeffr0:
I wish someone would simply publish "The Revised Classic Traveller Compendium" and "The Revised MegaTraveller Compendium" in hardback... and then make Revised Snapshot and Revised Mayday boxed sets.
Apparently this is what a lot of the fanbase wants, and this is what MJD was going to product with ACT (and what Hunter had proposed earlier with CT+). Marc, however, isn't interested in providing this, and instead vetoed them and is producing T5 instead.
Alas,The Emperor has spoken...
:(
 
Originally posted by Jeffr0:
In fact, Traveller is actually a verb meaning to waste a lot of time fiddling with large amounts of world and ship statistics.
I think "Traveller" is actually being used as an equivalent term for "Interstellar Scifi" genre... whereas I see "Traveller" as merely a small, specific subset of "Interstellar Scifi".

But again, it comes down to what you think Traveller is in the first place - I think it's a specific setting (the OTU), others seem to think it spans an entire genre.
 
There's not really a right or wrong answer...

If you feel that Traveller is the definitive sci-fi rpg, then GURPS Space is just a highly refined and thinly veiled imitation.

If you were highly antagonistic towards Traveller then you might not be so inclined to give it the credit it deserves-- and you might choose to define in an unflatteringly narrow manner. ;)
 
Well, I just define it by what I see. Whether I'm antagonistic to it or love it to bits wouldn't make any difference to that.

I don't think anyone can justifiably call Traveller the "definitive" SF rpg though - it's clearly lacking in many areas - and was it actualy the first example of an sf RPG, I thought something else beat it to the post?

GURPS Space isn't an imitation of Traveller any more than Star HERO or any other generic sf toolkit is. Those allow you to create any interstellar scifi setting you like, with no inherent assumptions - Traveller doesn't, and was never really intended to do that in the first place given the built-in assumptions in CT books 1-3. Plus GURPS Space was written as a supplement to a generic rule system, it was inevitable that scifi would be a genre that it covered - it clearly wasn't written as an "imitation" of Traveller at all (you might be able to level that description at something like "Space Opera" though).
 
in pursuit of new players rather than just aging fans, and in keeping with Rhialto the Marvelous's suggestion that the diverse number of systems and settings in traveller is a feature not a bug, perhaps traveller's diversity can be explained to a new player in this manner.

"from its first core rules and simple universe, traveller has grown to include a wide array of systems and environments. finding new expressions in GURPS, d20, and energetic expansions of the original game, traveller's vast official settings span both ancient interstellar empires and young worlds just taking their first steps into the galaxy. players and referees may also use detailed star, system, planet, and world-generation rules to create new galactic regions in which to find their own adventures. through it all traveller retains its original principles of realism, jump, and the true vastness of space. roleplay or wargame, grand fleets or tramp freighters, heroic or gritty, it can all be found in traveller."
 
I'd suggest that new players don't really want a history lesson when they want to know about a new game - they want to know what's cool about it and why they should be excited about it.

I guarantee you that if you said "Traveller - it's like Firefly, but bigger!", you'd get a lot more attention. And your prospective players won't have fallen asleep after your first sentence either.
 
in summary, the divisions one sees in traveller are its assets. given its cross-system and cross-setting breadth and scope in both official and fan materials there is no reason for traveller to be a past-tense game. certainly GURPS and t20 are not past-tense, and new players like Stainless both show traveller still appeals and provide it with even more views as they build their new games. if one understands why people role-play then new and exciting traveller adventures using every ruleset will always be within reach of writers and referees.
 
Would it help if we wrote up a whole bunch of 1337 toyz and stuck them somewhere public?

You know: all the gear you need to play Star Trek, Star Wars, B5, Battlestar Galactica, Firefly or whatever? Plus whatever books people are actually buying and reading these days?

Most of this stuff would be easy. Sure, it's not "Traveller" in the strict sense, but CT was fairly "change it until it's the game you want to play", just like 1970s DnD was. That's how RPGs were back then. Of course, Marc wouldn't be into that, so you would have to keep things unofficial, but...

It's not like we don't have a nice, clean, simple engine to run these games with. Actually, we've got several!
 
Originally posted by flykiller:
in summary, the divisions one sees in traveller are its assets....and new players like Stainless both show traveller still appeals and provide it with even more views as they build their new games.
Actually, when I started looking at Traveller again after all those years I was at first heartened that it was still here and people were still active with it (I was kind of surprised actually). I was then totally confused about what had happened in the 17-odd intervening years since I last ran a MT campaign. It took me a while to piece together the abbreviations and how the rules and OTU had evolved. I was then disapointed that the opportunity to evolve into a strong coherent system had been squandered. Instead of a single rules set and OTU, I found divisive rules, too many settings, inconsistencies, argument, etc. Far too confusing and far too much effort for a new player. Who wants to piece together all this info, study it, argue one against the other, etc.? I have a life. All I wanted was a good system and a good background to let me do some storytelling. Thus, I chose MT, the 3rd Imperium, and the Spinward Marches.

In short, for this 'new' player/GM, the diversity of Traveller material is a distinct turn-off. I groan inwardly at the thought of T5.

Now I'm sure some will say, "Well you don't need to consider all the rules/settings, just choose what you want." That's quite true, but I suppose it's a fault of human nature that one inevitably gets distracted by the other stuff, and it's simply a disapointment that all the creative effort that goes into adventures/supplements for different systems/versions of OTUs could have been directed to a unified whole. Basically, I would have had a much warmer fuzzier feeling about Traveller if it had been one monumental whole, and I greatly suspect many more new people would have been attracted as well.

Ramblings on 'old' systems versus 'new' systems
===============================================
I've been reading with interest the discussions that T5 has stimulated, and I started to reflect on MT and other things. Yes, the MT Task System is good, but I realised that even from day one (I bought and played CT way back when it was first released) I always used to give my players some 'free' dice rolls to help them with character generation. I often allowed them to *choose* the skills they wanted or that would better fit with the anticipated campaign. I almost always ignored rolling death during chargen (and always thought it was a totally ludicrous and pointless idea). Basically, I instinctively tried to make Traveller chargen into a points-buying type of system, before there were such systems. That's now what I see in current RPG systems and I now fully understand why they are done like that and are so successful. Maybe it's just me, but I don't really see chargen as part of the 'entertainment' factor of RPGs, and if it is, you can get pretty much the same experience from a points-buying system, and it's more likely to give you what you want in the end. Doesn't give you career background, you say? Well I use Mark-I Imagination(TM) for that. ;)

I also read and tried to fully understand the star system generation and vehicle design rules, but after a few uses thought, "Why bother??" All the systems and startships I needed were already there in adventures, supplements &/or magazines. I could add this extra detail, but most likely it would add a few minutes of background to my players experience ("OK, OK, the number of moons is all very interesting, but now can we pleeeease get to the starport?"). I and my players want to *roleplay*, not take ages to design stuff that's then ignored or glossed over. I can anticipate protests that the detail can be very productively used directly in a game, but I can do that myself if I want to without the need for pages of rules.

In short, I've always either changed Traveller rules to my own tastes or ignored the vast majority of the rules since they don't really concern roleplaying to my mind.

This leads me back to T5. From what I've seen and heard about it, it looks like more of the same old stuff. Sorry, not interested. For me, my investment in RPG rules from now on will be put into GURPS. In the form of the 4th edition rules, it's far more extensible, is now unified, and is now consistently supported. As for the OTU, I think GURPS made a wise move by simply continuing the 3rd Imperium. Simple. There's more material for it and as a foundation it's a setting with more than enough for any type of scenario.

The bottom line *for me* is; I've grown up in the last 17 odd years, and what's important to me is STORY TELLING. Faffing about with what is the correct stellar class or what size power plant fits what sized hull ain't story telling. It's bean-counting. Leave it to the obsessive forum readers/posters
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Might be surprising coming from me (it really doesn't matter to me if people think that the stellar class or number of moons or anything like that is important or not - like he said, it's ultimately bean-counting), but I think Stainless has nailed it.

I think it should be said that many people here have their heads stuck up their arses when it comes to Traveller - seeing it as some kind of holy grail of roleplaying when it's not, whispering of it in hushed tones, treating it like it's a religion, using 'inspirational' flowery language to describe it, claiming it can do anything and that nobody needs anything else. That's a load of idealistic bollocks, frankly. It's just a game - and a flawed one at that - kept alive by an obsessive, ageing fanbase, and T5 isn't doing a damn thing to address those issues (in fact, it seems to be propagating them further).
 
In short, I've always either changed Traveller rules to my own tastes or ignored the vast majority of the rules since they don't really concern roleplaying to my mind.
(grin) sounds like you're a referee.
In short, for this 'new' player/GM, the diversity of Traveller material is a distinct turn-off. I groan inwardly at the thought of T5.
yes, refereeing is a lot of work, and it would be nice to have an industry that supported one's own particular view of roleplaying. but everyone's different and they go their own way, to the point of making up their own rules - and that's the way it should be. every variation in traveller has been a response to someone's request for a different kind of game, and while at times it has been rude and unmannerly the result is a game that spans a wide range of views and tastes and systems and settings - including yours. all the systems and all the backgrounds are good to someone, and you found some that were good to you.

if traveller were unified it would have a much smaller fan base.

anyway, welcome back to the game.
 
Originally posted by Malenfant:
I think it should be said that many people here have their heads stuck up their arses when it comes to Traveller - seeing it as some kind of holy grail of roleplaying when it's not, whispering of it in hushed tones, treating it like it's a religion, using 'inspirational' flowery language to describe it, claiming it can do anything and that nobody needs anything else. That's a load of idealistic bollocks, frankly. It's just a game - and a flawed one at that - kept alive by an obsessive, ageing fanbase, and T5 isn't doing a damn thing to address those issues (in fact, it seems to be propagating them further).
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Moderators, I do believe there is a troll in the house.
 
Interesting that you use the term "troll" by reading wikipedia this comes up.
http://en.wikipedia.org/wiki/Internet_troll

"One early reference to troll found in the Google Usenet archive was by user "Mark Miller", directed toward the user "Tad", on February 8, 1990.[1] However, it is unclear if this instance represents a usage of "troll" as it is known today, or if it was simply a chance choice of epithet:

You are so far beyond being able to understand anything anyone here says that this is just converging on uselessness. The really sad part is that you really believe that you're winning. You are a shocking waste of natural resources — kindly re-integrate yourself into the food-chain. Just go die in your sleep you mindless flatulent troll."

 
Originally posted by flykiller:
yes, refereeing is a lot of work, and it would be nice to have an industry that supported one's own particular view of roleplaying. but everyone's different and they go their own way, to the point of making up their own rules - and that's the way it should be. every variation in traveller has been a response to someone's request for a different kind of game, and while at times it has been rude and unmannerly the result is a game that spans a wide range of views and tastes and systems and settings - including yours. all the systems and all the backgrounds are good to someone, and you found some that were good to you.

if traveller were unified it would have a much smaller fan base.

anyway, welcome back to the game.
Originally posted by alanb:
. . .CT was fairly "change it until it's the game you want to play", just like 1970s DnD was. That's how RPGs were back then.
I agree with both of these posts.

The Spinward Marches and The Kinunir didn't appear for two years after Traveller was introduced, and in our group we continued to play in a couple of different ATUs as well as begin to explore the nascent OTU. Our campaign right now takes place in an ATU (decanonized setting specifically).

The point that, "This is how things we're done back then," is a good one and bears repeating. Traveller in its original incarnation was both revolutionary in some ways, and very much a product of its times in others. Neither Traveller nor D&D could be said to be wholly generic: both have setting conceits built-in by their respective designers - for example, Traveller has jump space and jump drives and nobility built into the social system, while D&D has elves and dwarves and other races with specific characteristics like immunity to sleep or stonecunning and spells named for characters from the Greyhawk setting.

There's something else that was inherent in those early days of RPGs, the idea that the people playing the game would make changes to personalize the campaign to their groups. I'm not sure if that's necessarily been lost or not, but I often hear gamers say something to the effect that they expect the designers to do more of the heavy lifting than was expected in the pre-Cambrian gaming era.

Not everyone likes this style of play: there are those who want the designers to hand them a complete, thoroughly developed setting and metaplot, there are those who like to tinker a bit, and there are those who like to build their own setting around the rules system. (There are even those gamers who build their own games from scratch, soup to nuts, mechanics and setting and adventures.) Personally I'm more of a tinkerer or builder, less of a creator (too much work!), and not a canon-keeper.

I share the sentiment that Traveller doesn't need to be one thing for all people. Different flavors are good, whether those flavors come from the designers, or the fanbase (in fanzines or on websites like this one), or extend no further than the boundaries of the gaming table. We use a mix of mechanics from different editions, in an alternate setting with canon freely applied and removed as desired, and we couldn't be happier with our campaign.
 
I really hate agreeing with Mal, but... he has a point. Traveller is just a game, one of many. It's a good one, but just one of many.

I do sometimes despair for the future of our game, in that the fan base isn't really getting all that much bigger, if at all. The fact that we've player for 20-30 years is what keeps the game from dying... but not dying is different from healthy growth. And that's in short supply...

Part of the problem is that Traveller can be inaccessible, and the fan communty fighting over what is or isn't Traveller doesn't really help all that much!

My opinion is that Traveller needs some kind of reconciliation between the various camps - like I said pages ago I simply split it Traveller/non-traveller. That got pulled into a demand for what I meant by Traveller so I'll clarify:

Traveller = any version of the rules and/or setting, however modified or mangled, that's sufficient to make the user refer to their game as Traveller and maybe even be interested in new Traveller materials as published by, say, me.

Not-Traveller = other games. EG Starwars RPG, Pokemon or Badminton....
 
Originally posted by RogerCalver:
"One early reference to troll found in the Google Usenet archive was by user "Mark Miller", directed toward the user "Tad", on February 8, 1990.[1] However, it is unclear if this instance represents a usage of "troll" as it is known today, or if it was simply a chance choice of epithet:

You are so far beyond being able to understand anything anyone here says that this is just converging on uselessness. The really sad part is that you really believe that you're winning. You are a shocking waste of natural resources — kindly re-integrate yourself into the food-chain. Just go die in your sleep you mindless flatulent troll."
MWM: the father of Internet slang?!? ;)
 
Originally posted by The Shaman:
Moderators, I do believe there is a troll in the house. [/QB]
I think you've been far more trollish than I have, to be honest - you don't seem to want to discuss things with me, you just want to prance and leap about finding supposed logical flaws in my argument.

I see posts by the likes of flykiller and kafka47 that may be well-meaning in their intent but they just have no connection with the reality of the game at all. If we're to get anywhere with where Traveller is going, people have to get a grip and start treating the game for what it is, not the imaginary ideal that they want it to be.
 
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