msprange said:
I disagree with the review on RPGnet on a number of levels, and feel the reviewer did not quite 'get' the content, which I think is a good example of what Traveller is capable of - but that is his prerogative as a reviewer.
The only good point he makes is on chapter headings for Colony & Outpost "Design." Probably "Generation" would have been a better choice. Although, to be fair I playtested those rules and didn't pick up on that either....
As for not "getting" the content I agree. True, the random tables can generate some weirdness, but then again it's supposed to be the Traveller ruleset and random generation sort of that system's "thing."
Plus anyone with a decent understanding of math can extrapolate a less random system easily from the rules as written with ease.
Some of the other comments in the review... seem to have some basic issues with the setting itself, which begs the question "why did you buy a supplement for it?"
msprange said:
What I do think is a little disingenuous is to pick out the two worst pieces of art in the book and then suggest they are representative, without making any mention of, say, the maps in the colonies chapters, or the front cover. Or the other equipment chapters, for that matter, such as the weapons - they are not hyper-3D designs, but are perfectly competent.
And BTW, stretchy woman is not stretchy - we were trying to suggest DNA modifications as per the core rulebook.
I'd argue those aren't the worst pieces of art in the book. The spacesuit pic is decent if a tad "cartoony" and fits the description of the Emergency Suit. The really terrible art was the satellites. I'm sorry, but those are just godawful: I could have literally done better, and I've got next to no artistic talent.
Stretchy / not-stretchy woman.... sure, I'll buy that her odd proportions are due to DNAM's, but the real problem (at least for me) is that the stylistic changes are a bit jarring. You start out with Colin's satellite-image-style maps, along with some really good pen & ink and pencil or charcoal drawings in a fairly realistic style, and then we go off to cartoonland, and then back back to the realistic style with the blueprint / cad style weapons illustration, back to the cartoons, and then back to the blueprints for the vehicles.
Personally, I like the more "realistic" style, but I also realize you're trying to produce a product with a certain production budget. In some instances, the cartoon-style works: I actually liked the uncomfortable expression on the face of the guy wearing the immersion diving suit. Maybe next time spread things out a bit more and the transitions won't look so drastic.
One other bit of constructive criticism: go for heavier line weights with the blueprint style drawings: some of the weapons are almost invisible on the .pdf version of Tools.