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Traveller's direction; history and future

I guess what I'm curious about regarding the various editions, and maybe the powers that be can explain, but why all of the really radical rules changes from edition to edition?

How come basic and extended character gen was so radically altered? When I went to generate some characters with T5 I found I had to reference a Youtube video to make sure I was doing it right.

I like a lot of clarifications and expansions in subsequent editions, but I'm at a loss as to why things like the char-gen system get overly complicated. I mean starship design and combat is complicated enough as is (and NO, I haven't read in depth those rules), so why screw with the more basic elements?

I think that's what a lot of people are wondering.
 
but I'm at a loss as to why things like the char-gen system get overly complicated.

because that's how most people play the game. I've seen quite a few on-line games spend many days on chargen, then disappear with the first in-game activity.
 
I don't want to get too sidetracked on T5, but are you saying that it might have been a better step to have gone back to CT in function and form?

Okay, I'll try to do this and not hijack the thread:

I'm not sure that I'm saying anything. However, my main point is that T5 isn't a "live" system, as shadowcat calls it. It has had what I would call an abortive launch. It is now out of print. People like me (Traveller die hards with something of an interest) are waiting a revision before we put any money down. There's no clear evidence in my mind that that revision will bring many people into or back to Traveller. The community hasn't seemed to embrace it as "THE" Traveller rules. It also has no additional books coming out for it. Creativehum here is doing a good job of showcasing on these boards that you can create an entire game never using anything other than the core rulebook(s), but if the company that owns the property isn't putting anything out, it really doesn't seem 'live' to me.

As to going back to CT in function and form, well that's pretty close to what Mongoose has done. I'm sure I'll get some flack for saying it, but CT and MgT are how I conceive of two "editions" of the same game (very similar to the changes between 1E and 2E AD&D). There are significant changes to the rules, and certain builds are either no longer playable or no longer advisable, but the game plays out very much the same.

T5 is different. Very similar to the difference between AD&D and D&D 5.0. A good comparison because the task system and the new dis/advantage mechanics do the same thing (simplify determining the difficulty mechanic in exchange for decreased granularity by replacing it with more dice rolled. It is a choice. If T5 ever gets out of the revision hole with something that resembles a book I would thumb through at a game store and buy, I'll buy it, learn it, make some characters and ships with it, and see if my group wants to play it. In the meantime, I'm glad that Mongoose has put something out there that keeps gamers who need their game to be "in print" or "live" willing to play my favorite RPG.

I'm curious about this:

What would you wanted added that isn't already printed and available for Classic Traveller in one form or another? I mean, between the Books, the Supplements, and the first 24 issues of the Journal of the Traveller's Aid Society, is there anything else to say?

I'm not saying there isn't. Or maybe you want it improved. I have no idea. I'd just love to hear more.

I'm not that there's anything else that needs to be said, but there's certainly more that can be said. Especially if you accept the mindset that things like modules and write-ups of ships that other people have built might be worth picking up, even though you could do it yourself. As you've done a good job of pointing out, the game can be played quite well with just Bks 1-3, but additional Sourcebooks can also be nice. I'm not sure what I'd like to see so much as wary of the idea that there's nothing left to say on the matter. CT and JTAS 1-24 are a slice in time bounded between 1977 and 1987 or so, lots of things have changed about how we view the sci-fi universe since then. There must be some way it influences how we look at our games.

Over on Dragonsfoot, there was a thread about OSRIC and why it exists (if you don't know, it is a AD&D 1E clone, under the banner of which you can publish new material "for" 1E AD&D). The thread poster seemed not just perplexed, but almost personally agitated that this product and modules existed. Their initial argument was that 1E material was still readily available. After much refutation (not everywhere, not in non-English countries, shipping an ebay purchase to Perth, Australia can cost more than buying the product, the ruleset came out before WotC started producing legal pdfs of 1E material) it was determined that he was really saying "why buy this when 1E material is readily available because we all download illegal copies off the internet, right? right? C'mon, you know you do. C'mon, I need some public support to self-justify this. Still, he kept making the argument that all the great adventures and stuff from the 70s and 80s still existed so nothing else should ever be put out. While I'm now a capable enough DM/GM that I don't need many modules, I disagree with the logic that because something was published for the game back when I first discovered it, that that makes it inherently better than any new adventures that someone might want to put out there.

An example of what I might like to see: I do like that the robot book was put out. What would be fun (in my mind), would be a CT:Traveller--Robot adventures sourcebook. Include 20-40 robot designs, an example or two of societies with a different relationship with robots (maybe one just uses robotws in place of human labor, and what that does to the economy/how people go about life, another either treats robots as sophonts, or makes effectively sentient robots, but then treats them like slaves. Then two adventures, one you can toss into your absolutely normal campaign, and one that works in one of these alternate communities. As long as the whole thing is optional, I think it's a nice idea to make this kind of thing available.
 
No, you're not hijacking. I am curious, however, given Mongoose Traveller, given how MgT seems to be an uprated CT, what was the thrust of T5's genesis?

If MgT was already out on the market, and apparently thriving (in spite of some minor disagreeable tweaks, which are outweighed by the improvements to the CT rules), then how is it that T5 came into being?

I remember we talked about a T5 for over ten years on this BBS. And then it manifested. But MgT was already out on the market, and since it appears to have been what we, players and Referees alike, desired, then like another user posted a few years back (pre T5) was T5 supposed to carry the OTU a step further and away from MgT?

I don't want to talk about T5 as such here (there's a whole section for that), but given where Traveller was headed (the purpose of this thread), I'm curious how MgT and T20 stand in the Traveller-verse.
 
No, you're not hijacking. I am curious, however, given Mongoose Traveller, given how MgT seems to be an uprated CT, what was the thrust of T5's genesis?

If MgT was already out on the market, and apparently thriving (in spite of some minor disagreeable tweaks, which are outweighed by the improvements to the CT rules), then how is it that T5 came into being?

I remember we talked about a T5 for over ten years on this BBS. And then it manifested. But MgT was already out on the market, and since it appears to have been what we, players and Referees alike, desired, then like another user posted a few years back (pre T5) was T5 supposed to carry the OTU a step further and away from MgT?

I don't want to talk about T5 as such here (there's a whole section for that), but given where Traveller was headed (the purpose of this thread), I'm curious how MgT and T20 stand in the Traveller-verse.

T5 was started back in about 2000. T5 was and is Marc's house rules.

Sequence of development

CT 1976
MT 1985 or so - DGP's house rules
T2300 about 1984; released in 1987
TNE 1990; starts with T2K 2.0 rulebook.
GT 1996
T4 1996
T5 2000 (initial drafts - very little of what Marc sent me back then has since changed, but a LOT has been added)
T20 2003
MGT 2008
Liftoff 2012
T5.1 2014

T5 hummed along at a slow pace, as Marc kept writing while working as a publisher of other, non-gaming, stuff.

T5 is to T4 as AD&D2E is to Original D&D with supplements - It started there, and you can see the similarities, but it's not the same game.

MGT was going to be a basic version of T5, but T5 wasn't far enough along to make that work, and further, the fans largely didn't want T5 lite at the time. So MGT is largely CT-77 rewritten with some T5 borrows and a bunch of whole-cloth innovation, and some ideas from 2300 cribbed in.
 
Most interesting, but was T5 designed to expand the OTU beyond what MgT had done?

Well, there is that planned Far Far Future that was planned that was to expand it temporally and explore the places you can't get to with J6 drives.

Also T5 is a step farther in how different it is in rules than Mongoose, so it's an expansion that way.
 
I'm not that there's anything else that needs to be said, but there's certainly more that can be said. Especially if you accept the mindset that things like modules and write-ups of ships that other people have built might be worth picking up, even though you could do it yourself. As you've done a good job of pointing out, the game can be played quite well with just Bks 1-3, but additional Sourcebooks can also be nice. I'm not sure what I'd like to see so much as wary of the idea that there's nothing left to say on the matter. CT and JTAS 1-24 are a slice in time bounded between 1977 and 1987 or so, lots of things have changed about how we view the sci-fi universe since then. There must be some way it influences how we look at our games.

Over on Dragonsfoot, there was a thread about OSRIC and why it exists (if you don't know, it is a AD&D 1E clone, under the banner of which you can publish new material "for" 1E AD&D). The thread poster seemed not just perplexed, but almost personally agitated that this product and modules existed..

I just want to be clear: I'm not against new version of Traveller being produced, nor more material for CT being produced. Books published in the past are just different, not better. I was honestly curious what you thought might be added.
 
T5 trumps all other editions. If T5 says it is X, then the OTU it is X.

T5 is the version Marc is writing for.

Well, is it the final say in terms of rules, because I'm a little burnt out on purchasing updates, when I think what a lot of people like me want, are either adventures or source books to facilitate adventures.

I can generate a D&D character. It's basic and simple. With some help I can generate an AD&D 3.1 character. But anything beyond that requires that I re-read another set of rules that, on the surface, seem more involved and less basic than the previous versions. And that's the sense I got with T5, but not with MgT.
 
I can generate a D&D character. It's basic and simple. With some help I can generate an AD&D 3.1 character. But anything beyond that requires that I re-read another set of rules that, on the surface, seem more involved and less basic than the previous versions. And that's the sense I got with T5, but not with MgT.

I think some portion of the Traveller fan base likes complication and tinkering with rules and tinkering with the Third Imperium to finally get it just right. I have no idea what the percentage is. But it's there. And for these consumers, complication is a bug, not a feature.

I'm not one of them. But I respect their efforts. And if Marc Miller is willing to continue producing material that makes them happy... then so be it!
 
Oh...I suppose. It's just that when I got my T5 CD and popped it into my computer, the first thing I did was to read up char-gen, and instead of going back to basics (2d6 to determine stats, then select a service...), it was generating a homeworld, which means you had to either generate a system (with trade codes), or roll for one, or select one that you already knew. Generating basic stats was the same as before, but it's like I had to slog through a bunch of other explanations to get to that.

And that's when my shoulders sagged, because organizationally the char-gen process seemed more involved than MgT, which seemed more CT-ish, even though in reality it wasn't.

Truth be told char-gen is essentially the same, but it was that layer of organizational complexity in presentation that made me sigh. I just wanted the classic explanation, which again, is what T5 char-gen is, but it required a lot of page flipping. That actually was my only complaint. If you can get through that, know the task system, then you have your game.
 
Looked at parts of my T5 beta copy and thought...good ideas to plug into a existing game. Yes I had a rough draft but it felt like a framework of ideas..hence I hesitate to call it a "live" version. I see any future version of Traveller rules as something you can plug into the existing OTU without any problems of conflicts...Parts of Mongoose went their own way. T5 also has enough new material that it does not feel like a plug in, more like a rewrite. Years of getting messed over by game companies with new versions of the old thing with just enough tweaks to force you to buy all new books and the like so they could generate more profit turned me off to the whole Idea. Walked away from Greedy Weasels (40k) , And when Warmachine went plastic Mk II turned in my Pressganger hat and walked on that. Still have all my AD and D books from blue box an version 1 on up but stuck with V.1 until 3 came out. Skipped ver 4 and 5 as not worth reinvesting for the same thing.

So where I am going is the direction "I" feel Traveller should take is to continue on with new material for an existing rules set. LBB's seem to be the most popular by far and kids are getting into "retro" gaming so may even work. There is a lot of Fluff and history already generated so there is no real need to start over. Or jump ahead/Behind in the time line to change things up.
 
Wow, 32 pages of posts with over 6000 views.

Regardless of whatever lack of contribution I will have in an official capacity, other than what I've written for John, I think Traveller's future, if this thread has been read by the Powers That Be, is assured for the time being (or so I think).

I guess my only real gripes with keeping this as a hobby of interest is the salesmanship that was used to sell the game during it's "formative years" when the supps were first sold way back in the 80s; i.e. as I mentioned before "You can play any sci-fi setting you want, but you'll be playing it this way" kind of thing.

Other than my T5 CDs, I haven't invested too much in Traveller in recent years. It's been a great ride, and I'd like to see where Traveller, as a whole, goes.

Thanks for all the responses. :)
 
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