• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Why Other Versions of Traveller Failed

lamar

SOC-3
As we are moving toward the fifth edition of Traveller, I think it might be useful to take a look at why the previous editions of Traveller failed. Maybe doing so will help the new edition avoid the pitfalls of the past and be as successful as we want it to be.

Classic Traveller, of course, didn't fail; the reason we're here discussing the game almost 25 years after it was first published was because Classic Traveller did a lot of things right. Compared to other RPGs at the time it was published--even when I first picked up The Traveller Book in 1983--the game mechanics were simple, elegant and usually logical. The main reason that Classic Traveller succeeded, however, was not the game system but the game background. The Imperium, in my opinion, is still the best and most expansive space opera background ever created, including those for the Big Boys (Star Wars and Star Trek). I often purchased Traveller products just to see how the Imperium was evolving. Quite frankly, the Imperium background set the standard for RPG backgrounds that has yet to be equaled.

MegaTraveller, the second edition, had a multitude of problems. Its first problem was that GDW all but completely ceded the development of the game and background to the fellows at Digest Group. The result was that the game mechanics were nothing but a clumsy "house rules" system of adaptations, not a true revision and updating that might have improved the aging first edition engine. Many people didn't care for the Shattered Imperium thing; personally, I rather liked it, as my one complaint about the first-edition Imperium was that it was a bit static. One of the things that MegaTraveller did get right, however, was that both the Digest Group and GDW supplements were well done, with generally good art and good graphic design. They were professional packages, and I was happy to turn over my (very limited at the time) bucks. In the end, however, the horrible game mechanics contributed the most to killing this version.

Traveller: The New Era was a mistake from the very conception of the idea. First, the GDW "House Rules" really weren't very good, and the adaptation of them to the Imperium background was not very well done. Second--and this is something that still makes me angry almost 10 years later--the designers decided to take the thing that was special about Traveller, the thing that made it stand out, the Imperium background, and turn it into nothing but parsec after parsec after parsec of bombed-out rubble. In effect, the guys at GDW decided to destroy what was special about Traveller in a poorly conceived attempt to make that background resemble their then relatively popular Twilight:2000 line. I think the reason for this change was that GDW, at its heart, was always a wargames company, and when they did role-playing games, they often created them as individual-level wargames. By the time New Era came out, most of the storytelling role-players had moved on to other things, leaving Traveller in the hands of the wargamers. What really pissed me off at the time was that the Virus scenario wasn't even necessary; all anyone had to do was to read the MegaTraveller supplement Hard Times to get a good starting point for a new, rebuilt background, which is what my friend Chris Adams and I did when we chucked the Virus Era and extrapolated from hard times what things might be like in the year 1200.

Traveller Fourth Edition failed for several reasons, too. First, it's task resolution system was the definition of terrible. I sat down by myself for a couple of hours one Sunday afternoon and came up with a task resolution system that used every one of the published charts without a single change and with which you never rolled anything but 2d6. It worked, and it worked much better than the published system. Why couldn't the design team of professional game designers working for months come up with that?

Tied in with that reason is that the designers seemed not to have been paying attention to what had been developing in terms of role-playing mechanics in the several years that the classic Traveller system had been off duty. They apparently hadn't examined the Shadowrun system, or the Storyteller system, or even GURPS to see how mechanics had evolved. The result was something that was outdated before the ink on the paper dried.

I also think that fourth edition's designers greatly underestimated the need for a professional level of artwork and graphic design. The interior artwork, while professional, was uninspired, and thus uninspiring. I mean, where was David Detrick? The color plates were interesting, but they were nothing but ships. And the graphic design was, quite honestly, unprofessional. I honestly didn't buy fourth edition for a long time because it was so sloppily done. Sure, the simple elegance of the LLBs was great for its time, but compare fourth edition stuff even to MegaTraveller or late Classic Traveller products, which were all pretty good. Compare it to what Wizards or White Wolf or FASA have been putting out. If you want Traveller to compete in the marketplace, you have to compete in the marketplace, not just dismiss it as being irrelevant. Design matters, and I'm not just speaking as a graphic designer, but as a collector and consumer of game products.

Anyway, that's my addition to the debate, for what it's worth.

L.
 
I don't know about all of that. While I know I sank a big wad of cash on MT and T4 (a little bit on TNE too), I seem to have been alone in doing that among the various gamers I have gamed with. While almost all of them over 25 years old have played Classic Traveller, most of them will grunt with faint recognition when MegaTraveller is mentioned, and are completely in the dark that TNE and T4 ever existed. I've never heard anyone say "I was going to try T4 but the art just sucked".

Perhaps marketing, timing and external forces had as much to do with the "failure" of some of these systems as anything else. I put "failure" in quotations because Megatraveller had a good long run with a lot of good supporting material and TNE seemed to be chugging along when GDW had its unfortunate difficulties. Only T4 can be said to have truly failed, and there isn't much question as to the reasons for that, simple unprofessional management of the line by Imperium Games.

------------------
Dave "Dr. Skull" Nelson
 
True, MegaTraveller had a good long run, but I would argue that was, in part, in spite of the terrible game system and because of the well-produced products.

I also understand that a goodly portion of the reason that GDW closed was because TNE was such a failure. After the disaster that was Dangerous Journeys, GDW was counting on TNE to keep them afloat, and it didn't. I owned a game shop at the time TNE came out, and believe me, at least around here, no one was interested in it.

Also, when I say failure, I don't just mean financially, I mean aethetically and mechanically. MegaTraveller lasted a long time, but mechanically it was a failure because the game system as published was virtually unplayable. It required significant tweaking to work smoothly.

Of course, these are just my observations and opinions. I'm perfectly willing to admit that I may be wrong.

L.
 
I agree with you on everything you wrote but one thing: MegaTraveller. The game certainly had its problems, but the Task system´was a good thing, and to use ít for all the game mechanics including combat, trade, and so on, was a great step towards streamlining play. The publishing concept with 2 rulebooks and all necessary background in one box was great too, and really could have opened the door for new players.
I run a game for an on / off type of group. Often, we don´t play a particular game for months, then, every weekend for several weeks. And MegaTraveller is the one game which the players get back into most easily, rules-wise. Other gamers I know hold the view that the MT ( ok, it originally was from CT )task system is one of the best skill resolution mechanics ever.
The main problems MT had were IMHO the truckload of errors and errata, and the craft design system, which was OK for vehicles but inappropriate for spacecraft. Also, though the supplements by DGP were generally great, GDW also put out several ones of really low quality ( FSOTSI and Rebellion Sourcebook come to my mind ).
What killed MT was IMHO the neglect GDW showed towards the game, and their failure to develop the Rebellion background in the right direction. Still, I think the original concepts and ideas of the game were great. It is almost tragic to think of what MT could have become if it had received more attention.




------------------
 
I really cannot say to much about Traveller 4
because you just couldn't find it in the stores over here. When it was finally available, it had already been taken out of production. TNE already had distanced itself to much from what I liked about Traveller ( the charactersystem esspecially) and although a few interesting books appeared (Virus and the World Tamer's Handbook for example) I was missing the good old imperial sun.
This is where Megatraveller comes in. Although the rulessystem (Tasks) was an improvement in some parts, it became increasingly difficult and mathematical.But what I disliked most was the fact that my beloved imperium was shattered to rubble (although Hard Times did form an interesting background). Civil war o.k., but why couldn't it be like the first one ( several military leaders fighting it out among themselves). As we played a campaign in the Spinward Marches ( dating back to 1105 and including the fifth frontier war), the civil war didn't cost as that many problems, but I didn't like it anyway. I do find the idea of having a system to calculate the naval + ground force power located in a sector interesting, but that doesn't mean you have to go to war right away (esspecially civil war).
Therefore T 5 should ( and will if what I read is right) include several campaign backgrounds so that you can choose what you like (exploration=early sylean or vilani history, military= Frontier wars or terran-vilani wars, trading or agents=the golden age (900-1115 or so)).
Please drop the Virus storyline.
 
I really cannot say to much about Traveller 4
because you just couldn't find it in the stores over here. When it was finally available, it had already been taken out of production. TNE already had distanced itself to much from what I liked about Traveller ( the charactersystem esspecially) and although a few interesting books appeared (Virus and the World Tamer's Handbook for example) I was missing the good old imperial sun.
This is where Megatraveller comes in. Although the rulessystem (Tasks) was an improvement in some parts, it became increasingly difficult and mathematical.But what I disliked most was the fact that my beloved imperium was shattered to rubble (although Hard Times did form an interesting background). Civil war o.k., but why couldn't it be like the first one ( several military leaders fighting it out among themselves). As we played a campaign in the Spinward Marches ( dating back to 1105 and including the fifth frontier war), the civil war didn't cost as that many problems, but I didn't like it anyway. I do find the idea of having a system to calculate the naval + ground force power located in a sector interesting, but that doesn't mean you have to go to war right away (esspecially civil war).
Therefore T 5 should ( and will if what I read is right) include several campaign backgrounds so that you can choose what you like (exploration=early sylean or vilani history, military= Frontier wars or terran-vilani wars, trading or agents=the golden age (900-1115 or so)).
Please drop the Virus storyline.

------------------
 
I think that saying that earlier versions of traveller failed is a little bit twisted.

All systems have good points and bad points.

The version of traveller I got the most enjoyment and play out of was TNE. It worked for me, wouldn't work for everyone. I like the fact that the background was dynamic and allowed players to play different kinds of games depending on where their games were set.
(Probably the main reason for my preference was the fact that I was an older and wiser more experienced game master compared to the greenhorn who bought the Traveller starter addition)

With Megatraveller,traveller dumped its vanilla flavoured background and actually had a clear theme and 'story arc'. This may be a mistake as if you don't like where the story is going it will sour the game for you.
 
I agree with Lucasdigital. I see all versions of Traveller had good and bad aspects.

MegaTraveller is by far my favorite version. I enjoy the Rebellion background far more than any other. I like MegaTraveller's character creation system, task system, combat system, and starship and vehicle creation.

The politics, conflict, and conflicting ideoligies of the Rebellion made Traveller come alive for me. I hope when T5 is released there will be a Core Book for the Rebellion.

Joe Alberti
 
My look on Travellar.

I have been gamer of Travellar since 1979, though as I get older I find less time to play or master it.

CT and MT were compatible for me. MT provided an expanded version of Scouts with World generation (though I though Scouts had better math when it comes to albedo and so forth), and better Starship generation, IF you wanted it. I could spend hours developing a world or a starship, if I wanted, and get to know that world or ship really well. However, if I didn't have the time, then Classic was good enough. Same goes to Character generation. For PC, MT was the bomb. For basic NPC's, Classic was good enough. The two sets of rules complimented each other. As far as the task system, I liked it. It made for smooth playing. But I didn't use it all the time. Basically I used the best of CT and MT and threw out the rest.

The rules of MT were a simple progression from CT. The MT background of a fractured empire I quite liked. Though I didn't care for the Hard Times book (by GDW, I think, not DGP). I thought Hard Times was a little pessimistic. My personal timeline would have involved Lucan's assasination (he was asking for it) a new stability between the mini Imperiums developing as seperate nations/states with much more stable buffer zones. Otherwise the players would be dealing with nothing but ravaged planets and piracy, which may be great for Starmerc players but not for Trader and Scout players.

DGP was MT for me. GDW seemed to be more interested in other games, notably 2300 and Space 1899, as well as non GDW games. Though GDW produced some excellent articles in Challenge, DGP seemed to be the source of real Travellar. Then all that stopped.

The Virus Travellar pretty much destroyed it for me. Not only did it introduced a history I couldn't get into (after investing all that money into CT/MT products) but it changed all the rules of the game. It wasn't really recognizable as Travellar to me.

After that T4 was a curiosity item for me, since I had lost interest. I continued with CT/MT, looking for ever decreasing books to bolster my collection.

Gurps have revived my interest again because it is more compatible with CT/MT rules and history.

But that's my view.
 
I don't think T4 failed in the classic sense of the word. My onw experience with Traveller started in the 9th grade in school about 1980 (gulp!). I played for about five years then stopped when I moved away. I never gave it a second thought ( with the exception of buying a few used pieces for my collection ) untill the release of T4. Now after buying alot of T4 , the classic reprints and Gurps Traveller I am looking forward to 5th edition. So T4 maybe wasn't that great , but it got me back into fold.
biggrin.gif
 
I agree with the general consenus. I started playing in 1980 and the thing that made CT so much fun in my opinion was the Ancients mystery and the fact that the Imperial government was so ambivalent to interstellar crime (I'm not sure it was all that 'vanilla', didn't Imperial agents arrest senators and put them on the Gaesh and zap dissidents with FGMP-15's).

It was MT that was the most playable. As a rule system for quick role-playing I liked DGP's task based system, I didn't care about much else like starship design. The problem with MT was that GDW stopped developing it at crucial points and left it to the brave marines at Digest Group to come up with good ideas.

TNE was good fun at first, but it was not traveller. What annoyed me most was the step back in technology, the fact that you were effectively confined to Deneb or the Old Expanses and the cringing jingoism of the Reformation Coalition - give me the vanilla coated, acid centred Imperium any day.

Any new traveller rules in my opinon must be fast to play with varied and mysterious plot lines that will make players keep wanting the next instalment.

[This message has been edited by Elliot (edited 23 April 2001).]
 
A major factor in CT's success IMHO was its well developed and internally consistent yet easily accessible background. As an aside, it also did not seem to require too much suspension of disbelief given it's inclination toward "hard" SF. Add to this some of the feel of 18th and 19th century sea-going (!) and you had a winning atmosphere. I often wonder whethre the commercial success of GURPS Traveller owes a great deal to the fact that they have built on the CT background. Accordingly, T5 would be wise to seriously consider also building on the CT background.

As for the task system, despite it's reliance on 2D6, I found the MegaTraveller approach perfectly workable without much tweaking (as I've made clear in other threads, I much preferred the slightly different T2300 system).

Overall, I think T5 should emphasise the "hard" SF which GDW was certainly known for and which IMHO commanded the respect of the gaming public. A distinctive background is essential in today's RPG market. What with the conceptual gulf between "cyberpunk" and space opera, Traveller is in a unique position to bridge the gap.

Rob.
 
I agree. Example: Last adventure (using CT), the players were in a Gas Giant, skimming fuel. They knew, via recent small craft arrival, that four Gazelle SDBs were gunning for them. The SDBs had taken up four equadistant and geosynchronous orbits just outside the .25G gravity well and waited for the players 600 ton Zhodani Consulate courier to break from the gaseous planetary cover and make the run to jumpspace.

The players quickly calculated (using calculators!) the odds of survivability: Jump out at 10 planetary diameters? Jump within 100 planetary diameters? How many SDBs get within range if they go to over 100 diameters under full thrust as opposed to using the normal procedure of thrust/turnaround/thrust-to-stop? What happens if they Jump with a VERY long vector? Will the SDBs apply full thrust or also turn to slow and engage - or fly-by with a full strike?

We used Book 2 and 3(!) charts, and had the debate/decision in under five minutes of great Traveller. The result??? Get those calculators and Book 2 and 3, and YOU figure out what you would do...


Gats'
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Darium:
I don't think T4 failed in the classic sense of the word. My onw experience with Traveller started in the 9th grade in school about 1980 (gulp!). I played for about five years then stopped when I moved away. I never gave it a second thought ( with the exception of buying a few used pieces for my collection ) untill the release of T4. Now after buying alot of T4 , the classic reprints and Gurps Traveller I am looking forward to 5th edition. So T4 maybe wasn't that great , but it got me back into fold.
biggrin.gif
<HR></BLOCKQUOTE>

Ihave to agree that T4 was not a failure as it got me back into playing Traveller and give me the opportunity to write for the game i love.I also agree that Gurps has been a success because its given people back the classic imperium. Its the Imperium my players enjoy,so T5 should set it self with in the empire and avoid the horror which was TNE.
 
CT: This is where I climbed on board. I liked the freedom to take/leave what I wanted and it was overall an accessible system (simple ship design, simple character generation).

MT: This could have been called "Advanced Traveller" for all it added to the game. If you really look, (my opinion), you find fundamentally the same character gen and the same backgound. Yes, DGP added "house rules", much like subsequent version sof a certain fantasy game, but some were quite helpful. (I was skepticle of the task system at first but have since "come around"). Unfortunately, the ship design system was horrid and the supplimental material never really lived up to its promises. And don't even get me started on Hard Times.

TNE: God help me I wanted to like it but it never quite jelled for me either. The passing of GDW aside, Traveller to me is flying in starships through an intersteallar empire possessed of advanced technology. TNE had the dubious distinction of having a worse ship design system than MT.

T4: I never bought it because the art sucked. Actually, it was the lack of art, the lack of anything really new (that I could find thumbing through products in the store) and the fact that I had already invested a lot in previous versions that caused me to pass altogether.

GT: I've got a few books but I'm not a GURPS player. At least I'll finally get a sourcebook that includes the Virushi....
 
I must agree with Lamar. Megatraveller killed off the Imperium and with it much of the joy. TNE was just wretched both in concept and in rules.

T4- Not even a good start, and the artwork sucked.

Classic Traveller, still going well all these years later. It just needs a few MINOR tweaks.
 
Why Do I feel various eds failed?

CT: it couldn't keep up with demand.
Traveller 2300: Originally advertized as "the past of traveller", in at least one collum. It wasn't . And, to avoid confusion, it became something else. CG was a pain, but the rest of the system was essentially, to my self and players, Advanced Traveller. But the Setting wasn't the same universe. Worlds used a different set of descriptors. And the universe was 3D. And no Jump Drives.
MT: Erratta from H*ll, lacking good examples in the text. Otherwise, a great system. The combat system, once you got used to it, was elegant, powerful, and DEADLY, but with reduced bookkeeping! And the Mass Comabt rules that worked well, and used units from 2 men to 20,000! It, and the Imperium, died due to the green eyed monster (envy of DGP's layout and approach) and "Twern't invented here" syndrome. MWM and LKW have all but confirmed the later; MWM has been (over 4 of the last 6 years; the last two I stopped bugging him about it and gave up on traveller) hostile to anything MT in nature.
TNE: the killing of the imperium, an eratta heavy game (Replacement pages!) system, no ship design in the basic rulebook, incompatable characters with prior editions, and simple arrogance of "We know better than our existing players what they want".
T4: Bad task system, massive printing problems in several key products (Main rulebook, Tech Arch, and others), multiple not-quite-compatable design systems (EV vs TA; QSDS vs TA vs Starships). Plus apparent embezzelment, failure to pay freelancers, and a company in it for the movie rights rather than the love of game.
CT Reprints: They've devalued the collector's collections. Now said collections are merely fit to play...

Seriously, though, each edition had some great ideas. I run a mostly MT hybrid with T4 psionics, some changes to the MT task system, contacts grafted in from TNE, and any CT/MT races I can find.

------------------
-aramis
========================================
Smith & Wesson:
The Original Point and Click interface!
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by aramis:
Why Do I feel various eds failed?<HR></BLOCKQUOTE>

In general, I agree with every bit of this, but let me add to and/or amplify a couple things.

<BLOCKQUOTE>quote:</font><HR>CT: it couldn't keep up with demand.<HR></BLOCKQUOTE>

IMO CT stuck to its basic design and format too long. A rules-revision on the scale of MT (but without the Rebellion business) probably should've happened around the time of The Traveller Book and/or Starter Traveller - integrating all the good ideas from the various Books, Games, and Supplements into the core rules together with snazzy new artwork. By the time they eventually got around to this with MT, the interest of the public-at-large (and, seemingly, of GDW itself) had already passed Traveller by.

<BLOCKQUOTE>quote:</font><HR>Traveller 2300: Originally advertized as "the past of traveller", in at least one collum. It wasn't . And, to avoid confusion, it became something else. CG was a pain, but the rest of the system was essentially, to my self and players, Advanced Traveller. But the Setting wasn't the same universe. Worlds used a different set of descriptors. And the universe was 3D. And no Jump Drives.<HR></BLOCKQUOTE>

Although I doubt anyone would admit it now, at the time this was a fairly obvious attempt to 'replace' Traveller with something more state-of-the-art and 'hard-SF' oriented, as well as to tie-in with the Twilight:2000 style/setting which was, at the time, outselling Traveller. In retrospect, it's a shame that all the effort put into developing an entirely new future history, setting, and rules-system wasn't spent modernizing and further-developing 'real' Traveller - this was the beginning of the 180 degree shifts and/or back-burnerization that spelled Traveller's eventual doom.

<BLOCKQUOTE>quote:</font><HR>MT: Erratta from H*ll, lacking good examples in the text. Otherwise, a great system. The combat system, once you got used to it, was elegant, powerful, and DEADLY, but with reduced bookkeeping! And the Mass Comabt rules that worked well, and used units from 2 men to 20,000! It, and the Imperium, died due to the green eyed monster (envy of DGP's layout and approach) and "Twern't invented here" syndrome. MWM and LKW have all but confirmed the later; MWM has been (over 4 of the last 6 years; the last two I stopped bugging him about it and gave up on traveller) hostile to anything MT in nature.<HR></BLOCKQUOTE>

Neglect and disinterest by GDW is what doomed MT. If they had spent more time and effort supervising the development rather than leaving it in the hands of a 3rd party (who were, at the time, little more than fan-publishers) would all that errata have been there? Would we have seen 4 supplements between 1988-90 (one of those being FSotSI)? At the Traveller seminar at GenCon '90 Marc Miller stated flat-out that Traveller was safe in DGP's hands and GDW was concerned with other projects (real winners like 'Cadillacs and Dinosaurs,' presumably). The problem is that DGP didn't have the resources to handle the job, and, not owning the IP, didn't have the vested interest that GDW should've had.

<BLOCKQUOTE>quote:</font><HR>TNE: the killing of the imperium, an eratta heavy game (Replacement pages!) system, no ship design in the basic rulebook, incompatable characters with prior editions, and simple arrogance of "We know better than our existing players what they want".<HR></BLOCKQUOTE>

Agreed on all counts. GDW realized the mistakes of the past (and the fact that 'T2K: the Anachronism Years' probably wasn't going to pay the bills) and attempted to re-assert control over system and setting, but in the face of the existing fan-base (with whom they'd been essentially out-of-contact for 5+ years). The drastic changes in either system or setting might've gone over, but both in combination felt like an insult.

<BLOCKQUOTE>quote:</font><HR>T4: Bad task system, massive printing problems in several key products (Main rulebook, Tech Arch, and others), multiple not-quite-compatable design systems (EV vs TA; QSDS vs TA vs Starships). Plus apparent embezzelment, failure to pay freelancers, and a company in it for the movie rights rather than the love of game.<HR></BLOCKQUOTE>

Also lingering shoddiness, inconsistency, and under-editing. Many of the released T4 products (including the main rulebook) felt like rough-drafts rather than finished products (just because the cause and/or fix for a mistake is obvious to the reader doesn't excuse the mistake and, in fact, makes it seem even worse); and even when they got finally professional type-setters and copy editors the actual content was still vastly inconsistent and under-edited.

<BLOCKQUOTE>quote:</font><HR>CT Reprints: They've devalued the collector's collections. Now said collections are merely fit to play...<HR></BLOCKQUOTE>

Also, at 22", they're too wide when opened flat on a gaming-table
wink.gif
. More seriously, I think their re-emergence has led more people to under-appreciate the real improvements which MT made to the Traveller system; all people seem to remember nowadays are errata, craft design, and the Rebellion - hardly MT's strongest points . The CT books are great and as a whole certainly better than anything that's come since, but they aren't perfect, there's clear room for updating and improvement in several areas, and many (though not all) of those improvements were already made in MT (as opposed to T4 which, I daresay, made changes almost exclusively for the worse).
 
I think another factor was tying the rule to closely with the milieu. It seems that most CT players had "non-cannon" universes, in one way or another. Worlds and races were mix & match with what was cannon and what was individual. Heck, my first Traveller universe was based on James Schmitz's "Hub" stories.

From MT on the rules assumed a particular set of social conditions and background events.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Uncle Bob:
I think another factor was tying the rule to closely with the milieu. It seems that most CT players had "non-cannon" universes, in one way or another. Worlds and races were mix & match with what was cannon and what was individual. Heck, my first Traveller universe was based on James Schmitz's "Hub" stories.

From MT on the rules assumed a particular set of social conditions and background events.
<HR></BLOCKQUOTE>

Having done Non-Imperial universes with MT, I'd say it's not a bid deal with MT, which was basically Advanced CT. I spent 4 years trying to convince MWM via Email to add MT to the reprint list. (Politely, and not more than once a month.)

The setting specificness of MT came in later products; MT did not change any RULES to enforce it's setting, until Hard Times. (And I like HT... the collapse, but with SM, virus was just overkill, and not consitant with Signal GK, and violated my willing suspennsion of disbelief, mostly due to "A multi-system virus of THAT complexity? BullS___!".)

T4: To quote MWM: "Yes, it is TNE sans virus."
[this is from an email he sent me... responding to my assertions of same]. What came out wasn't TNE sans virus...

2300 was excellent, and may see reprint soon (Tantalus keeps promising...). I have, thanks to Rob Dean, a complete 2300 collection with some dups. (No, don't even ask. NFS).

Intersting side note: Dark consipracy is back out. And looking cheesier than ever...



------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!
 
Back
Top