First off, pardon me if this gets a but long winded (and rambles) but this is in a way a response to recent and current threads on other specific topics. I'm posting in the CT forum because it applies mostly to the CT version and crowd.
Myself, and I think many old timers here that got into Traveller in the early days, considered D&D as the paradigm for the RPG experience...until Traveller (CT). The 'goal' of players in D&D was to crawl thru dungeons/ruins in order to grow their character, accumulate wealth and aquire powerful items.
Then Traveller came along and opened up the RPG experience. However, I think that some players of Traveller at that time (and still do) stuck to the old D&D RPG experience (in some ways so did GDW. The early adventures/double adventures are basically dungeon crawls in space). Here's why, and a sort of response to recent threads:
Accumulating wealth:
Sounds like some GMs are too worried about their players getting too much money. Sure, that is something to avoid but it's what they are worried about their players spending it on that upsets them. They are worried the players are going to buy FGMPs and Battle Dress and Dreadnaughts. Well, that doesn't really seem reasonable does it? I guess it's a IYTU thing, but sounds like the game they are playing is D&D in space. Instead of Magic Armor and +4 sword of fire to kill the Mega Rat, it's BD and FGMP to defeat the Imperial Marine guards in front of the Bank of Regina.
The GM feels if his players accumulate too much money, he will have to up the 'challanges' (mostly combative) they face. What is really available to players with that amount of money to buy and use? Unless every adventure takes place on a wild animal planet, or secret Zho base, all that fancy expensive equipment will either get the characters arrested, or commited as psychotics.
Again, I think too much (and too little) money is a bad thing also, but I don't think the Traveller universe really rewards this goal. Which brings me to another point:
Goals:
Traveller goes way beyond the simple player goal of aquiring wealth and items. Some GMs think if their players have access to quick and easy money, they won't go adventuring. Why? If they have MCrs, sure the character wouldn't help the Chirper for a few gold coins. But what does the player want to do? Is that the only goals players have? Get rich?
Fortunately, in Traveller your goals can be almost limitless. Maybe the player wants to discover a new planet? Maybe overthrow a small govt with his merc unit? Build a trading empire (here a player with MCrs is perfectly acceptable)? Seems that many GMs and players still see their 'advancement' and 'growth' as accumulation of Credits and weapons.
Growth:
D&D players want to build their characters so they can get new spells and grow strong to squash the bigger beasts (to get even more gold and better items). Now, Traveller does have a difficult and limited experience building system. But in Traveller the real growth of character comes from the building of a history, of fame maybe, or political power.
Finally, I'like to talk about the role of the GM:
D&D started out as basically a miniature rules system. Very clearly defined combat and experience system. Traveller was to me at first vague because all these skills didn't really tell you how to apply them (as some of you have pointed out some did, but most didn't and not in many cases). But then I discovered that it was actually liberating because you could apply them to fit the situation or plot.
Now, I don't want to get into the rule slave vs handwave debate. But I think Traveller has always been nicely balanced between a light rule structure and limited possibilities. Plus, the designers have always said "If you don't like it, change it". We all have different play styles, but I think the GM has ultimate control over the universe and the player has ultimate control of his character. It's been a while since I've GM'd, but almost all my sessions started with the same words:
"So, what do you want to do?"
I hope this hasn't been too much of a rant, I think I started to ramble a bit at the end but I wanted to get some of my thoughts out there concerning some recent threads. Plus, how I think Traveller applies to them.
Myself, and I think many old timers here that got into Traveller in the early days, considered D&D as the paradigm for the RPG experience...until Traveller (CT). The 'goal' of players in D&D was to crawl thru dungeons/ruins in order to grow their character, accumulate wealth and aquire powerful items.
Then Traveller came along and opened up the RPG experience. However, I think that some players of Traveller at that time (and still do) stuck to the old D&D RPG experience (in some ways so did GDW. The early adventures/double adventures are basically dungeon crawls in space). Here's why, and a sort of response to recent threads:
Accumulating wealth:
Sounds like some GMs are too worried about their players getting too much money. Sure, that is something to avoid but it's what they are worried about their players spending it on that upsets them. They are worried the players are going to buy FGMPs and Battle Dress and Dreadnaughts. Well, that doesn't really seem reasonable does it? I guess it's a IYTU thing, but sounds like the game they are playing is D&D in space. Instead of Magic Armor and +4 sword of fire to kill the Mega Rat, it's BD and FGMP to defeat the Imperial Marine guards in front of the Bank of Regina.
The GM feels if his players accumulate too much money, he will have to up the 'challanges' (mostly combative) they face. What is really available to players with that amount of money to buy and use? Unless every adventure takes place on a wild animal planet, or secret Zho base, all that fancy expensive equipment will either get the characters arrested, or commited as psychotics.
Again, I think too much (and too little) money is a bad thing also, but I don't think the Traveller universe really rewards this goal. Which brings me to another point:
Goals:
Traveller goes way beyond the simple player goal of aquiring wealth and items. Some GMs think if their players have access to quick and easy money, they won't go adventuring. Why? If they have MCrs, sure the character wouldn't help the Chirper for a few gold coins. But what does the player want to do? Is that the only goals players have? Get rich?
Fortunately, in Traveller your goals can be almost limitless. Maybe the player wants to discover a new planet? Maybe overthrow a small govt with his merc unit? Build a trading empire (here a player with MCrs is perfectly acceptable)? Seems that many GMs and players still see their 'advancement' and 'growth' as accumulation of Credits and weapons.
Growth:
D&D players want to build their characters so they can get new spells and grow strong to squash the bigger beasts (to get even more gold and better items). Now, Traveller does have a difficult and limited experience building system. But in Traveller the real growth of character comes from the building of a history, of fame maybe, or political power.
Finally, I'like to talk about the role of the GM:
D&D started out as basically a miniature rules system. Very clearly defined combat and experience system. Traveller was to me at first vague because all these skills didn't really tell you how to apply them (as some of you have pointed out some did, but most didn't and not in many cases). But then I discovered that it was actually liberating because you could apply them to fit the situation or plot.
Now, I don't want to get into the rule slave vs handwave debate. But I think Traveller has always been nicely balanced between a light rule structure and limited possibilities. Plus, the designers have always said "If you don't like it, change it". We all have different play styles, but I think the GM has ultimate control over the universe and the player has ultimate control of his character. It's been a while since I've GM'd, but almost all my sessions started with the same words:
"So, what do you want to do?"
I hope this hasn't been too much of a rant, I think I started to ramble a bit at the end but I wanted to get some of my thoughts out there concerning some recent threads. Plus, how I think Traveller applies to them.