<BLOCKQUOTE>quote:</font><HR>Originally posted by MT++:
SPELLCHECKING AND PROOFREADING!!!<HR></BLOCKQUOTE>
No kidding. I could've caught 80% of the errors in the T4 rulebook by spending a single evening with a proof-copy and a red pen (I know 'cause I did). The errors in MT were a little more subtle and pernicious (fouled up table-entries, missing blocks of text) but still well within the capabilities of a professional proofreader or three. This is a Traveller tradition I'd gladly see discontinued.
<BLOCKQUOTE>quote:</font><HR>Next. DON'T PROMISE WHAT YOU CANNOT DELIVER.
Then you have to rush and the orangutan that did the spellchecking will miss stuff.
Go for a more modest run, say a core rules book, a background book and an adventure book. As much as I love Traveller, it is not D&D. It does not have the market.
Set the sights to a reasonable level, get the stuff out on time, as error free as you can (I spell check websites and debug others' javascript. I am quite good. I may have made mistakes here but this is a more casual forum)
Don't be promising a half dozen milieux, massive boardgames and supplements. You cannot do it. It will fail again if you try to aim too high.
I got excited with all the ideas, I want them all too, but I also want Traveller to be alive again (and not just a d20 D&D in space)
The proposed box posted in this forum would be a good start. Aim for that in one year.
Let it build, work the market
Remember, most people don't remember Traveller. It has been too long, give the patient some time to recover before you make them run marathons against the WOTC olympic champion<HR></BLOCKQUOTE>
Very good, reasonable suggestion. As T4 showed, the pool of professional, knowledgeable Traveller-writers at the present time just plain ain't big enough to produce a supplement a month (especially not with the additional talent-pool-drain caused by GT and T^20). A modest product-line of highest possible quality is surely the way to go, at least for the first year or two.
My suggestion for a realistic Trav-line (as opposed to my previously posted dream-line) would be something like this:
Initial Release: Traveller Starter Edition -- quick-start single-volume edition of the game giving the basisc of char-gen, tasks, and combat and a few sample scenarios. Introduces the concepts, allows play to begin immediately and can keep a group occupied for a couple weeks.
A month or so later: Traveller -- core edition of the rules, either a boxed set or a fancy hardback (either way is fine with me, as long as the content's there). Equivalent to Deluxe Traveller or The Traveller Book -- all the rules needed to play, plus an overview of the setting and a handful of ready-to-play adventures.
Within another month or two: Adventure 1 -- equivalent to The Traveller Adventure in scope and quality.
Two to three months later: Setting Sourcebook -- by this time everyone will be familiar enough with the game and setting that GMs will be wanting to develop their own campaigns, and this is the book that will provide the raw materials to do so.
Another two to three months: Adventure 2 -- something more mosdest than Adv. 1, possibly along the lines of one of the mini-anthologies TCHarrison suggested on another topic thread.
Two to three more months: Supplement 1 -- a book of gear, or starships, or some equivalent sort of chrome/filler.
And that should be more than enough to cover the first year. Assuming all goes well, the second year would add another major sourcebook of some kind, 1-2 more adventures, and 1-2 more chrome supplements (and, if demand is there, perhaps a board/computer-game of some kind).
With something like this, you're avoiding the extremes of either rushing out inferior product to fill an unrealistic schedule (and mostly non-existent demand: only munchkins and obsessives need new product every single month; those of us who value our time and money find it a hassle to keep up with and will probably end up skipping the majority of releases anyway, especially if the quality's not there), or leaving customers hanging for 6 months at a time, unable to play the game they just bought because you haven't given them the necessary materials.