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 Post subject: Prime Directive Traveller
PostPosted: Tue Jun 14, 2011 3:13 pm 
Greater Spotted Mongoose

Joined: Thu Mar 03, 2005 10:14 pm
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Location: Ontario, Canada
While the news about the impending Star Fleet Universe adaptation for A Call to Arms has seemingly hogged all the interest so far, it's worth noting that the new ADB-Mongoose deal also includes the expansion of the Prime Directive RPG setting into the Traveller game engine.

From ADB's perspective:

Quote:
PRIME DIRECTIVE: TRAVELLER
One of the most popular RPG game engines in the industry is the Traveller series (produced, in various incarnations, by Game Designer’s Workshop and Steve Jackson Games), and the current “Mongoose Traveller” incarnation is the most successful ever. They have an “open license” and Jean Sexton’s team was already at work doing a Prime Directive Traveller version for that system. Our experiences with GURPS, however, showed that any RPG done by a publisher other than the original will have at most 10% of the sales of books by the original publisher. (Hence, our GURPS books are done to the design standard of SJG books, but sell only a fraction of the numbers.) Doing these books as a joint venture means every retailer will carry them.


To clarfiy, the way PD has worked is to share (mostly) the same background information across the various game systems, and to tailor the rule-specific details for each engine as required. Thus, GURPS Federation and PD20M Federation have the same fluff, but have different rules for actually writing up your characters. (Only the core PD rulebooks vary background-wise; the GURPS edition includes a few extra details, such as the five founding ISC species. Plus it has a basic version of the 4th ed GURPS ruleset included, while the D20M version requires you to use a separate game ruleset.)

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 Post subject:
PostPosted: Tue Jun 14, 2011 3:48 pm 
Shrew

Joined: Tue Jun 14, 2011 3:32 pm
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Location: Texas
Yes, it's true, ADB and Mongoose have a signed contract for these games.

My team (Jean Sexton is my RPG line editor and Mike West is to be the PD Traveller designer) is already at work on these books, but even at that, the earliest you might see the first book is Christmas, and that's not a promise.

The way we do our books is that the "background" is more or less identical between say PD20M Klingons and GURPS Klingons and will be with Mongoose Traveller Klingons. There is a little more variation in the core books as we had to leave a few pages out of the PD20M core book to make everything fit.

So "all" Mike West has to do is take a copy of PD20M Prime Directive Core Rulebook or GURPS Federation and remove the "system specific" stuff and insert the equivalent MGT stuff. Simple! (Well, it's not simple, but I wish it were. No end if trivial little stuff has to be re-edited to make it work. I know what it took to convert PD20M Feds into GURPS Feds and I don't see MGT being any easier than that was.) The only RPG that I personally play is one none of you have ever played (the modern combat game Die In Place) so I mostly just answer Jean's questions about what we can legally do and let her do the books.

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 Post subject:
PostPosted: Tue Jun 14, 2011 3:50 pm 
Greater Spotted Mongoose

Joined: Thu Mar 03, 2005 10:14 pm
Posts: 1086
Location: Ontario, Canada
Will there be room in the PD Traveller core book for the species in GPD4e but not in PD20M, such as the Veltressai and Rovillians; or is it too soon to tell?

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 Post subject:
PostPosted: Tue Jun 14, 2011 6:10 pm 
Mongoose

Joined: Mon Aug 06, 2007 10:48 pm
Posts: 175
It is too soon to tell. It all depends on how much room the "crunchy bits" required to make it "Mongoose Traveller" take up.


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 Post subject:
PostPosted: Tue Jun 14, 2011 9:07 pm 
Mongoose

Joined: Tue Sep 19, 2006 3:19 am
Posts: 109
Location: The Left Coast, U.S.A.
This could be a very good match. I see a lot of cross-over potential between Traveller and SFB, even more so than pure-blood Star Trek. SFB is more solidly based and has the old-school universe feel that Traveller does well.

Will the core Traveller/PD corebook include starship rules or will we need to use CtA or SFB to game with ships? I vote for a set of Traveller starship rules as well, please.


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 Post subject:
PostPosted: Tue Jun 14, 2011 9:33 pm 
Lesser Spotted Mongoose

Joined: Sun Oct 05, 2008 8:12 am
Posts: 400
This is really great news!!!

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 Post subject:
PostPosted: Tue Jun 14, 2011 10:32 pm 
Mongoose

Joined: Mon Aug 06, 2007 10:48 pm
Posts: 175
Travellingdave wrote:
Will the core Traveller/PD corebook include starship rules or will we need to use CtA or SFB to game with ships? I vote for a set of Traveller starship rules as well, please.

That is an extremely tricky bit. There are some options and alternatives, and they need to be explored more before any definitive statements can be made.


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 Post subject: ugh, really?
PostPosted: Tue Jun 14, 2011 11:40 pm 
Cub

Joined: Sat Feb 06, 2010 7:31 pm
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There are few things I dislike more than PD-Trek.

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 Post subject:
PostPosted: Wed Jun 15, 2011 12:12 am 
Mongoose

Joined: Mon Jan 02, 2006 3:06 am
Posts: 129
Location: UK
Hurrah!

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 Post subject:
PostPosted: Wed Jun 15, 2011 12:50 am 
Banded Mongoose

Joined: Wed Oct 25, 2006 1:30 am
Posts: 269
daryen wrote:
Travellingdave wrote:
Will the core Traveller/PD corebook include starship rules or will we need to use CtA or SFB to game with ships? I vote for a set of Traveller starship rules as well, please.

That is an extremely tricky bit. There are some options and alternatives, and they need to be explored more before any definitive statements can be made.


Hmm, that's troubling. Getting Traveller rules for SFU ships is more than half the reason I'd buy the game; it's a "no sale" for me without it. Sorry to be negative, I appreciate your posting here, but I'd be surprised if a lot of potential customers didn't feel the same as me. What good is a Traveller setting that doesn't have Traveller starship rules?

Sounds like no decisions been made yet though, I'll remain hopeful.


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 Post subject:
PostPosted: Wed Jun 15, 2011 1:45 am 
Mongoose

Joined: Mon Aug 06, 2007 10:48 pm
Posts: 175
AKAmra wrote:
Hmm, that's troubling. Getting Traveller rules for SFU ships is more than half the reason I'd buy the game; it's a "no sale" for me without it.

Out of curiousity, what is meant by "Traveller rules for SFU ships"? What do you want?

A combat system? Why? You have your choice of SFB, FC, Armada, and, soon enough, ACTA. Why would yet another combat system be needed?

A design system? You want to use High Guard to be able to build the Enterprise?

A small scale design system? To be able to build character/party orient ships? To be able to give more meaning to the various 'small stuff' characters are likely to be flying around in?

Something else?

I am not being facetious. I really am curious as to what is desired.


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 Post subject:
PostPosted: Wed Jun 15, 2011 2:19 am 
Stoat

Joined: Wed Dec 28, 2005 10:36 pm
Posts: 62
Location: Cleveland, OH
I have to echo and expand on what AKAmra said. IMO, it would be a terrible mistake to take the same approach to Traveller PD that has been taken with other PD systems. If the parties involved want it to live up to their expectations and those of the potential audience, the releases must be Traveller RPG supplement first, with the PD/SFU setting as a secondary concern. That means Traveller compatible rules for starships and starship combat within a roleplaying environment; the Traveller character generation system; worlds, equipment and economics based on Traveller.

If a T:PD book is released that refers players to pull out SFB or ACTA-SFB to handle starships and starship combat, I predict this line will die a quick and painful death. Such an approach will appeal primarily to a few SFU fans who are curious about Traveller; but I can't imagine it bringing many of those who are primarily roleplayers to either the SFU or Traveller, and I don't think it will fly with those already playing Traveller.

I would suggest, rather, that "all" Mike West has to do is take MGT and then insert the SFU fluff, not the other way around. I'm not trying to undermine what Steve said, but I think it's an important distinction if, again, it is to live up to everyone's expectations.

daryen wrote:
A combat system? Why? You have your choice of SFB, FC, Armada, and, soon enough, ACTA. Why would yet another combat system be needed?


Wow. No, just no. I don't currently pull out "Mayday" or "Power Projection" for Traveller starship combat (though I play both games). I haven't made an effort to adapt ACTA to Traveller (has anyone?) We don't need "another combat system". We have one. It's called Traveller. See page 146, add SFU fluff as appropriate. We don't need to design the Enterprise using High Guard. See page 105, or prospose an alternate system.

Traveller is the game and the system. PD is the brand. SFU is the setting. If, I believe, you really want to expand the audience, and tap into the MGT customer base. I think that it would be a misunderstanding to think that an SFU line published by Mongoose is an automatic home run for everyone. If it's just some Traveller elements copy/pasted over PD D20M/GURPS mechanics, I find it hard to believe that the result will be a workable PD or Traveller game (and I hope those involved are planning playtesting and feedback to verify that).

All just my opinion.

(daryen, OOC, are you Mike West?)


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 Post subject:
PostPosted: Wed Jun 15, 2011 2:22 am 
Shrew

Joined: Wed Jun 08, 2011 7:59 am
Posts: 21
daryen wrote:
AKAmra wrote:
Hmm, that's troubling. Getting Traveller rules for SFU ships is more than half the reason I'd buy the game; it's a "no sale" for me without it.

Out of curiousity, what is meant by "Traveller rules for SFU ships"? What do you want?

A combat system? Why? You have your choice of SFB, FC, Armada, and, soon enough, ACTA. Why would yet another combat system be needed?

A design system? You want to use High Guard to be able to build the Enterprise?

A small scale design system? To be able to build character/party orient ships? To be able to give more meaning to the various 'small stuff' characters are likely to be flying around in?

Something else?

I am not being facetious. I really am curious as to what is desired.


I don't think a design system would be necessary for myself. What I would want would be some sort of ship management system that included a reasonably abstracted combat system.

I was a rabid SFB player for many years and the whole time I *really* wanted to be able to play Traveller-esque RPG campaigns that were along lines of "Scrappy crew on a tramp Freighter" rather than a more military based campaign.

For that I think you'd need to have RPG-style stats for ships that were enough to give the ships some character, and you'd have to have some sort of combat resolution for dealing the the times that you get jumped by Orion Pirates, or what have you.

For me personally, I'd want something which could be converted with reasonable ease from SFB ship stats.

What I *wouldn't* want to do is use any "table top" style ship combat system. Unless you have the exact right group of players that doesn't go over too well in an RPG. Hahaha... ESPECIALLY a monster of a game like SFB. I love SFB, but a fast, cinematic combat resolution it does not make. Even with freighters.


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 Post subject:
PostPosted: Wed Jun 15, 2011 3:50 am 
Lesser Spotted Mongoose

Joined: Sun Jun 01, 2008 3:55 am
Posts: 742
Location: Seattle, WA
In an RPG, the players need to feel like their PCs are doing something during starship combat. Thus, you need an RPG-compatible starship combat system. I would never pull out a miniatures game to play out a combat where PC's were involved. For one thing, ships often die far too easily in most miniatures games and then the players are just...screwed!

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 Post subject:
PostPosted: Wed Jun 15, 2011 4:20 am 
Banded Mongoose

Joined: Wed Oct 25, 2006 1:30 am
Posts: 269
daryen wrote:
AKAmra wrote:
Hmm, that's troubling. Getting Traveller rules for SFU ships is more than half the reason I'd buy the game; it's a "no sale" for me without it.

Out of curiousity, what is meant by "Traveller rules for SFU ships"? What do you want?

A combat system? Why? You have your choice of SFB, FC, Armada, and, soon enough, ACTA. Why would yet another combat system be needed?

A design system? You want to use High Guard to be able to build the Enterprise?

A small scale design system? To be able to build character/party orient ships? To be able to give more meaning to the various 'small stuff' characters are likely to be flying around in?

Something else?

I am not being facetious. I really am curious as to what is desired.


I meant SFU ships stated up using the Traveller system, modified as needed. Ship stats and combat rules should be a given for any new Traveller setting, it's stunning to me to think otherwise.

I've heard of SFB and ACTA, my understanding is some kind of tabletop wargame. I don't know FC and Armada. I find the idea of a tabletop starship wargame interesting, and perhaps I would "branch out" from an RPG based game for a different kind of experience, but only if I enjoyed the RPG.

As far as the crunch details, I don't know if High Guard could be used, the necessary modifications to the rules may be too great. I wouldn't mind if the PD:Traveller starship rules were a stand alone product, just based on the Traveller rules.

I'm actually not much for building ships myself, I'd be happy with a good selection of small and large ships pre-made. But, I think I might be in the minority here amongst Traveller fans and ship building rules would be a good idea.

What I don't want is, "Here is a Traveller sci-fi setting; except if you want starships, for that you should buy game X". I think this product would fall on its face.


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