Over the weekend, while cleaning out a corner of my basement, I came across a sci-fi setting I wrote for a company that was looking to publish a minis game in the early 90s. The rules themselves sucked, and the project was ultimately abandoned because of their inability to get a decent rules system working. Which was a shame, because everyone involved in the play testing loved the setting. Fortunately, the rights to the setting reverted to me, and I stored my materials away somewhere thinking I might find another use for them someday for my own, or someone elses miniature's game. I had pretty much forgotten I still had the materials - I honestly thought the only thing left was what was in my head.
Reading over them again, I realized that the Traveller OGL would work as a way for me to actually publish the setting, and in the long run, do better justice to the setting than a mini's game would. Before I embark down that path, I'm kind of curious as to what most traveller player's/GMs would find useful/desirable in published ATUs?
I'm going to try and keep my questions as generic as possible, so that other potential Traveller authors find the thread useful as well.
- Is an original, creative setting more or less appealing than a licensed setting?
- what kind of things in a setting would make it a "must buy" or "must avoid?"
- how much of the SRD should a setting source book contain? (IE, if a setting can use Traveller careers, skills and tasks as is or with only minor differences, should things like the skills and tasks systems be included since they are OGL?)
- one book, or many? In other words, should a designer shoot for one book containing as much as possible, or break it down into 2-3 books.
- are there any particular setting books you'ld want to advise as good or bad examples of publishing an OGL setting? (for any rulesystem, not just Traveller).
Reading over them again, I realized that the Traveller OGL would work as a way for me to actually publish the setting, and in the long run, do better justice to the setting than a mini's game would. Before I embark down that path, I'm kind of curious as to what most traveller player's/GMs would find useful/desirable in published ATUs?
I'm going to try and keep my questions as generic as possible, so that other potential Traveller authors find the thread useful as well.
- Is an original, creative setting more or less appealing than a licensed setting?
- what kind of things in a setting would make it a "must buy" or "must avoid?"
- how much of the SRD should a setting source book contain? (IE, if a setting can use Traveller careers, skills and tasks as is or with only minor differences, should things like the skills and tasks systems be included since they are OGL?)
- one book, or many? In other words, should a designer shoot for one book containing as much as possible, or break it down into 2-3 books.
- are there any particular setting books you'ld want to advise as good or bad examples of publishing an OGL setting? (for any rulesystem, not just Traveller).