Why does Traveller have to decide to support one style of play over the others? Does D&D, AD&D, AD&D 2e, AD&D 3e, and AD&D 3.5 focus it's supplements, adventures, rules on one style over the others? Isn't that up to the players and referee of a particular game to decide whether it is narrativism, gamism, or simulationism in focus? Each RPG and all RPG's have some elements of each style in them. If a gamism focus player isn't having fun in the ref's simulationism focus game he can leave and find another game more to his tastes or create it himself for others to enjoy. Traveller doesn't try to support everything at once any more or less so than D&D, AD&D, etc. or other RPG's do. Not everybody likes D&D, not everybody likes Traveller, not everybody likes Vampire: the Masquerade, not everybody likes GURPS, etc., etc., etc. If you don't like a particular rules system, pick another. If the game doesn't have enough narrativism in it for your tastes, create a setting, world, whatever, and then seek players through the RPG forum boards. There are several online to choose from. IMO, if Traveller (or any RPG rule system) was to emphasize one style, in it's supplements, adventures, etc., and exclude the others then it would loose 2/3 of it's potential player/referee pool.Originally posted by Malenfant:
I think discussion of the main subject of the thread should be continued though, which basically I guess is "is it high time that Traveller decided what sort of gameplay style it supported, instead of trying to support everything at once?"
It doesn't.I don't think this range of options is a good thing - given that this all describes the same universe
Um...when?I just think that the various strands of Traveller need to be brought together consolidated and made consistent. Quite apart from everything else, it'd make it clearer what sort of setting the OTU actually is - a cinematic, gung-ho space opera a la Star Wars? Or a gritty, realistic universe? Narrative or Simulationist?
To me this is not a problem, it is an asset. Having different "Traveller" systems, some with a narrative focus, some with a simulation focus presents to the potential player/ ref a choice of which system he is most comfortable with and more in tune to his particular style/focus to play Traveller's OTU in which every time setting (Golden Age, New Era, etc.) he chooses.Originally posted by Malenfant:
Well, I see Traveller's vagueness and inconsistency as the problem.
We've got one universe here. CT, MT, and TNE all describe the same universe in chronological order, even if they use have different systems to do it. T20 and GURPS both describe the CT universe but use different systems (and sometimes different approaches). T4 and GT:IW describe the same universe as CT, but way back in time, and with different systems too.
Some of those systems and settings involve simulationist approaches, and others involve narrativist approaches, and others involve some gamist approaches. The net result is that although we have one universe here, the difference in approaches leads to MASSIVE inconsistencies and contradictions between how different people see it.
This is really no different than deciding if you want a high magic v. low magic, low level v. high level, gunpowder v. no gunpowder, G/N/S focused AD&D game. The ref makes a few assumptions about the type/style of game he wants to run then tries to find players that will enjoy it. And a good ref will add a few examples of style elements some of his players desire even if he originally didn't incorporate it into the game.To wit: The different approaches with trade - a realistic approach taking into account all the variables and then figuring out how that affects the PCs (GT) vs "the background is irrelevant, just do focus on what's relevant to the small-scale/PCs" (CT).
Or the different approaches to worldbuilding - a realistic approach taking into account the system's history and evolution (GT) vs an unrealistic "realism doesn't matter, so long as it pretends to be realistic and makes for an interesting setting" approach (CT).
Or character generation - a choice- and point-based system where the player has full control over the character's evolution (GT), or a random 'take whatever life throws at you and put up with it' approach where the player has little (if any) control over the character (CT), vs something that's a mix of both (T20).
Or the settings: "Eke out an existence as a trader or mercenary and do Crime for patrons" (CT/GT/T20) vs "Struggle to survive in the Civil War and Hard Times" (MT) vs "Rebuild society no matter the cost after the Collapse and make a difference to the universe" (TNE).
Or the approaches: a narrative approach concentrating on themes and morality (e.g. TNE) vs a simulationist 'go out and do stuff and deal with the universe as it is' approach (e.g. CT/GT) vs 'the cinematic option where we just care about cool stuff that the PCs do and never mind the deep stuff" (T20/CT).
To me every RPG has a wide range of options and possibilities only limited by imagination. Each RPG has the potential to cover a wide range of stuff, even things it's authors didn't originally envision. All RPG's present a game mechanic(s) on how to resolve conflict, usually combat. If they don't then they are not a game but interactive story-telling. I haven't seen people arguing about which Traveller rule system (CT, MT, T20, etc.) is the final, perfect, correct, proper game system to play in the OTU.A bit of a simplification in many cases here, but you get the point. There's a big range of stuff there.
I don't think this range of options is a good thing - given that this all describes the same universe, it's an incoherent, inconsistent, untidy mess - especially where system differences are involved. It just means we spend our time arguing with eachother about which interpretation of the various rules applies to the OTU - which is crazy since everyone playing in the 3I setting is supposedly playing in the same universe (small differences between individual games notwithstanding).
To me it is pretty clear. Overall the OTU is a cinematic space opera but not nearly as "heroic" as Star Wars. It can be that way if the players/ref desires or if they desire grit then the ref can add as much "realism" as is necessary.I just think that the various strands of Traveller need to be brought together consolidated and made consistent. Quite apart from everything else, it'd make it clearer what sort of setting the OTU actually is - a cinematic, gung-ho space opera a la Star Wars? Or a gritty, realistic universe? Narrative or Simulationist?
Recent storyteller games are Stat+skill d10's vs (6+, 7+, or 8+, specific setting dependant), for a number of successful dice exceeding a difficulty number.Originally posted by Malenfant:
Well, with Storyteller you roll a stat+skill dice vs a GM-defined difficulty number, and to succeed you usually need just one dice to be above that number.
With BW, it looks like you roll a number of d6s equal to your stat vs fixed difficulty numbers (2,3 or 4), but to succeed at tasks you need to get a certain number of those dice above those numbers.
A subtle difference, but it's an important one I think.
Well, once you get Burning Wheel and digest it all, you could always whip up some Traveller life-paths. Some people have already used Burning Wheel for sci-fi, so it may be interesting to see how it works for something that seems like it may have influenced it a bit. I'd be interested to see it.Originally posted by Malenfant:
I agree, MT was pretty good in that regard. The TNE setting was also excellent for exploring themes and morality and character concepts revolving around those.
I think Traveller really could do with veering toward the narrative side... a lot of people seem to play it a such anyway, but the system generally just doesn't do a damn thing to support that.