captainjack23 said:
Look. I appreciate the apology, but we do have differences in our goals here; not to challenge or contradict yours, but I have heard them before, and am reasonably sure I understand them. Hell, I even agree with most of em. But enough, okay ? I'm sorry you found implications where I simply meant what I was saying...that I want to consider some other directions.
Why should anyone consider any other directions if they're just "adequate" though? I know the system I've come up with (that I'm literally about to post) comes up with "reasonable" worlds that make sense, as well as "interesting" worlds that make sense too, and it doesn't churn out "mistakes" (i.e. broken systems). There's no reason to aim for anything less than that.
So, give the advocacy a bit of rest here, please.
I'll freely admit that I am pushing
hard for a change here, and I'm not going to apologise for that or hold back from doing so - if that gets under people's skins then sorry, but that's not my problem. My sole aim here is to come up with a worldgen system for Traveller to make 100% sense, doesn't produce errors, and produces interesting worlds (people may disagree about details of the social aspects, but they'll still at least have some logical consistency to them rather than the head-scratching bafflement that the CT UWPs often result in).
But this playtest is the last chance that anyone is going to have to effect some long overdue changes in the Traveller system, and nobody should have to back down from pointing out the flaws in the system and the fixes to repair them. I'm going to let the numbers speak for themselves - I've already pointed out the flaws in the CT (and MGT) systems as they stand, and I'm literally about to post the fixes and the results of my "EDG worldgen".