I think that Traveller suffers from a form of skill inflation. Irrespective of the system, the number of possible skills has steadily grown and the number of skills which a character gains per term has also increased. In the days of LBB 1-3, a skill was a big deal. Characters gained only 1-2 skills per 4 years. Medic-3 made you a licensed doctor (or a surgeon with a high Dexterity). In my opinion, even the LBB 4-7 added too many unnecessary skills. It seemed to me that each skill felt more like a mini-career than the ability to perform a specific task. That ‘Old School’ feel set Traveller apart from every other game. I miss that.
I would be inclined to agree, I really liked tyhe simplicity of that. Thats my gameplay style, of course, but it also made for a very simple chargen.
Why do we have Battledress, zero-G environment, zero-G combat and Vaccsuit as distinct skills? Once upon a time, a character with Vaccsuit-1 received basic training with vaccsuits in the military and spent 4 years developing that skill with full-time hands-on practical experience. Any poor slob could wear a vaccsuit, Vaccsuit-1 represented a trained and experienced professional (like an experienced orbital construction worker) who could attempt anything with a vaccsuit.
On this one, I can answer easily, if a bit flip ( not intended that way, just don't know how to avoid it)
You have seperate skills ( vacc suit, battledress) becasue, well, they
aren't same things at all. A vacc suit isn't power armor by a long shot.
On the other hand, even by the rules decriptions, I see very little if any difference between zero g environment and zero G combat.Apparently one entails shooting at things and fighting, but if you have a gun skill and zero G enviro, why would yopu need a combat skill?
Other games have “prestige classes” and “skill packages” and, once upon a time, each Traveller Skill was a “prestige class” or “skill package” all by itself.
This typical of D20 and its ilk. In fact, anytime I run CT, I always restrict players to CoTI ( the 12 classes ) and the basics in the first books.
Its rather cliche but true- the hallmark of the mediocre/munchkin/power gamer is to insist on genning a septegenarian scout, maxed term short of aging rolls, scouts to get the plum JOT and potential ship bennie, and demanding book 6 ( or whatever ot was, just like high guard and merchant prince and mercenary) so as to get the page long list of skills, while others playing book three were lucky to get a half dozen in some cases.
Skill inflation has happened because players have demanded it, and it relieves GMs and players the burden of imagination. Something, you'll note more and more modern systems tend to lean toward, while games that are more abstract ( CT, Tristat and others ) tend to languish.
Of course, this is all likely quite moot, as Marc has made it apparent he has no interest in using any other systems out there ( be it ACT, UGM, both good sustems IMO having tried em both and being a CT fan - or one of several other equally handy SF systems )but rather aims to create/use his own. As to whether it will be any good, who can say? I havent seen much of what was out there and can't hazard a guess.
But given recent trends, it will likely lean to inflation, as you point out, rather than streamline, which is a shame.
I agree, simpler IS better