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The next version of Traveller

So when Traveller 6 comes out do you think it should be all computerized. I dont mean just PDFs but a series of web aps for character generation, skill checks, world and ship building etc etc. It goes behind a subscription based website so instead of pdfs and cds floating around you have passwords etc. Plus with web 2.0 the universe would get interesting.
 
So when Traveller 6 comes out do you think it should be all computerized. I dont mean just PDFs but a series of web aps for character generation, skill checks, world and ship building etc etc. It goes behind a subscription based website so instead of pdfs and cds floating around you have passwords etc. Plus with web 2.0 the universe would get interesting.

Will we have to all become programers to fix the ensuing Errata? :devil:
 
Use of Computers in Traveller RPG

Here's my personal take on this idea.

Firstly, an RPG is a game played out in the individuals mind, using largely imagination. It's about thought creativity and having fun imagining.

Personally I enjoy additions to the game where possible, such as great maps that pin everything down, miniatures and in the case of computers, display of artworks, possibly animations and programs to simulate certain aspects of the game(such as a starship battle simulation etc).

What I find destructive about using computers in RPG's is that there the referees pet hate of any RPG game. There distractors. It takes milliseconds for a player to be using there computer for the actual game, then decide to flick to there facebook or whatever, or worse decide it's time to show everyone something they think is really cool in the middle of a game and break the flow of the game.(if it's relevant to the game, then no problems but it rarely is).

Ultimately, the classic pencil, paper and dice setup is the ultimate for achieving focus within the game. If everyone has a notebook out and is looking things up as they play and generally only really giving the actual game about 20% of there time, then the game suffers.

On the other hand if everyone is committed to the game and the referee can control the use of the computers in the game (eg, there's a strange locking mechanism on very high tech looking cargo container. The computer could show a virtual setup of the lock and the players could all work together to solve it, then this is a great addition to the game. There is also a fellow Traveller who told me about a 4 computer network setup during a convention whereby players all had to work together in a simulated battle and the computer was just set on that program for that particular part of the game. This is great.

For dice, there could be a decent random number generated seed if play by email/online setup, is the only way to play the game, but once again here you have no idea if the other players are concentrating on the game 100% or just checking in when ever there's a response etc and doing a myriad of other things in the background. Eg, ultimately the game will suffer and this is one of the main reasons online style RPG games(featuring adaptations of the classic pencil and paper, with setups for chatting etc) predominantly fail.

For me, it doesn't matter how much technical jiggery pockery you have around, at the end of the day there is no substitute for the imagination of the human mind. Role Playing for me, is a way of exercising that creativity and imagination and I really enjoy sitting with a group of actual people as opposed to looking at screens. When everyone is having a ball creating and adventuring in there starships etc, everyone wins. If everyone is just playing 20% and mainly noodling around on there computers, then it kind of defeats the purpose of having an RPG.

People bring emotion, feelings, ideas and overall creativity to the game. Computers are simply a tool and more often than not, that tool can be replaced by the simple dice. (Even more proof, I have an electronic 6 sided dice and most people prefer to role a real actual die. They smile at the electronic LED dice and think, that's pretty cool, but ultimately have an inner disbelief at whatever the random system in that electronic dice produces. To me, this equals the role of computers in a game and how you really want a game to flow. The computer will be found really cool and the flashy graphics and animations are great but ultimately they will eventually/hopefully want to get back to the real actual game for the same reasons and more as the electronic dice).

Finally on this, what I do believe would be great for computers is something like a customizable file viewer for the game(which in essence can simply be the referee controls what is seen from the computers and everyone else must play the game to see more), where the referee has ultimate control and only those aspects that pertain to the various parts of the adventure are available for usage. EG, image displays, sound play backs, simulations of locks, puzzles and starships when the appropriate time in the game comes when the players discover those things. Because there's so many things you can do on a computer, it invites chaos into the game unless it's correctly controlled(and players have the discipline to use them with the game). A dedicated program controlled by the referee removes the possibility of random discussions and showing off of various software etc that distract from the game, during the game.

Well that's my thoughts on using computers in Traveller RPG's, I'd like to hear what other fellow Travellers find great about using computers in there games too.

PS. Use of computers for Traveller RPG's is great for research and discussing the game with other Traveller players, eg for using COTI like I am right now. :)
 
There is a lot of software right now.

Why when Traveller 6 comes out??

We have just been shown Traveller 5, with T5, there are already many software tools available right now. The main one has got to be the Traveller map: www.travellermap.com

Then this site right here, then Campaign Cartographer and all it's related software, a myriad of images and sounds to dazzle and amaze.

The core Traveller RPG is a group game, played with real players. I would hate for it ever to devolve into some kind of online MMO style setup. (I'm not opposed to Traveller computer games by any means, MT1 and MT2 where a great way to game by oneself while waiting for the next game etc). While this might be great for a while, it lacks the enjoyment of getting in a group with actual poeple and thinking up new ideas. For me an RPG is a catalyst to the imagination and a way of really seeing what someone would think or do in that situation. When it's in a high tech setting like Traveller, that's really exciting because people have to think beyond what is there normal known familiarities. A challenge if you will. Having it all regurgitated in someone elses vision on a screen in front of you, doesn't require imagination. It's all done for you. To me, that's why computer games have limited potential and then just nostalgia revisits, whereas an RPG game, stays in my head practically forever, because I feel I've lived and breathed in a universe of multiple peoples creation. It's a really special game.

Yikes, there I go again. I was trying to do a shorter TL/DR version as I can't help writing novels(and yes there's a stack I have to finish one day), I just really enjoy actual RPGing and sharing it with other like minded people.
 
The people in charge of Traveller do not have the funds or know-how to do a business model that could support anything computerized. The people that do understand and know such business models do not know Traveller.

Why when Traveller 6 comes out??

We have just been shown Traveller 5, with T5, there are already many software tools available right now. The main one has got to be the Traveller map: www.travellermap.com

There are already many software tools for Traveller 5? Hmmm.... looks around...
 
So when Traveller 6 comes out do you think it should be all computerized. I dont mean just PDFs but a series of web aps for character generation, skill checks, world and ship building etc etc. It goes behind a subscription based website so instead of pdfs and cds floating around you have passwords etc. Plus with web 2.0 the universe would get interesting.

Nope. Not a good business model for table top RPG's.
 
Paper and pencil RPGs allow people to expand past the rules or ignore pieces of the rules that they can't be bothered with. So, while I'm all for as much software support for an RPG as doesn't get in the way, it's quite hard to design software that captures that flexibility.

T6 being software-friendly is another matter. If it came with machine-friendly data formats and standards out of the box, then that would be excellent. I don't think that that's necessarily the job of the game designers, though.
 
Traveller 6 could be a free app. But then you have to pay for the careers you want to generate for your character. Traveller 6 would come with two careers that you choose from a list of 14 or so. Then if you want ships in your app, you pay for them. More weapons, pay for them. Etc. NPCs, maps, races, animal encounters, PlanetGen... all pay for add-ons.

Or worse, it's a monthly subscription thing that you get access to depending on your VIP level.

Meanwhile, Elder Scrolls Online is where everyone in your group ran off to.
 
No to going all computerized.

Main reason is because if the details of the rules are hidden behind a gui then, as others have indicated, you have nothing to work with and are limited to only what the computer program allows you to do.

Go all computerized and I might as well just play an on line game with my friends.

As someone had suggested before, open things up so that just like 3rd parties can write supporting material, ATU's and such, allow them to obtain a license to write programs for Traveller too.
 
We all know that software and tabletop RPGs will never mix. You're either all sitting at a table, or in Google Hangout (if it's still available)... or you are in a peer-2-peer or play-by-email texting format, filled with attached JPGs of memes and movie star actors from IMDB as player character avatars where there is hardly any role-playing going on.
 
Traveller 6 should be a return to the simplicity of CT.

Add on modules can then be produced to cover all the stuff that's in T5 and elsewhere.
 
Imagine how great Traveller 6 would be if, in the past, each edition of Traveller didn't drastically change the game mechanic or change the game setting? They just improved on what Classic Traveller started.
 
Traveller 6 should be a return to the simplicity of CT.

Add on modules can then be produced to cover all the stuff that's in T5 and elsewhere.

I whole heartedly agree on simplicity Mike. In essence however, Traveller is no longer a simple game. It has grown to support and detail many worlds, races, vehicles and enhanced character background, so the mechanics had to expand with it.
This is not to say that there more complex, but there are a lot more factors to take into account. Having said that, as always it's your game. If you prefer a simpler system, then that's what you should use. T5 is definately something not to be overlooked. There's a serious wealth of goodness between it's covers(or it's page numbers if you prefer PDF reading).

T5 has the best elements of all the systems from my studies of it so far. As for the combat system. There's stacks of combat systems for Traveller now. Personally I can't see anything wrong with it of current but I'd certainly like to know what the issues are if other fellow Travellers have them, so they can be addressed in my own games.
 
Here's a solution shonner. Since you know SO much about the successful business model of making a table top rpg into a computer game, just use MgT's Trav SRD and make one. You'll make bank!
 
Paper and pencil RPGs allow people to expand past the rules or ignore pieces of the rules that they can't be bothered with. So, while I'm all for as much software support for an RPG as doesn't get in the way, it's quite hard to design software that captures that flexibility.

Agree with this.

Here's a solution shonner. Since you know SO much about the successful business model of making a table top rpg into a computer game, just use MgT's Trav SRD and make one. You'll make bank!

Not sure what you're talking about. Was someone here thinking they were going to make a computerize Traveller for tabletop players? The Singularity Event has more of a chance of happening. Since 1981, Traveller players have had their chance to computerize Traveller on a home computer. I'm talking post-TRS80. Traveller players are said to be the smartest of all RPG players. Most of them have smart phones and tablets etc now.

So where is all the SourceForge goodness that is Traveller? For me, I'm much more interested in playing Traveller on a tabletop platform with dice.
 
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