GypsyComet said:
It was a bit of a brain dump on my part, but using "it's just a game" as a response is overly dismissive.
"It's just a game" is not what I am saying. I am saying it is fiction dealing with an alien species (for most practical purposes) in the far future and that drawing parallels to historical societies on Earth and saying they are "normal humans" seems like a somewhat limited approach to me.
The original AM4 was a bit sparse for this purpose, and the JTAS article only helped a little.
Hm? :|
The JTAS article predated AM4 by several years. In fact, it has always been my understanding that AM4 superceded the information in that article. (Assuming you mean the original Contact! article here - there was an additional one about "Zhodani philosophies" in JTAS 23 which was published at about the same time as AM4. Did you mean that?)
I'm not convinced that DGP would have helped much, as they seemed to love the crunchy historical and technical stuff but had a tin ear for cultural details beyond cliche level.
I disagree, obviously. In my opinion DGP's Alien modules were head and shoulders above everything else ever written for Traveller Aliens before and since. Here's why:
1. Inner and outer perspectives. I don't think there is
any in-universe text in MGTA4, is there? As far as I recall there was none in any of the CT Alien modules either.
Having the whole first section about history and culture written from an interior perspective of the Alien race in question, then follow it up with an outer perspective "behind the scenes" look was an excellent idea and went a long way in conveying a "feel" for the background.
2. Roleplaying section. This received considerably more attention than in any comparable material and was enhanced by several examples in the form of short fiction,
each of which was longer than the
entire section on playing Zhodani in MGTA4 is.
3. Layout, illustration and organization. IMHO, there's no arguing here. a) Efficient, pleasing layout and text style. b) High quality art throughout, with a good unity of style and a lot of attention of actually illustrating what's in the text (partially because Rob Caswell, who illustrated most of the technical stuff, was also a writer and player.) c) High ratio of information to data, but enough crunchy bits to use in the game.
I'm not quite sure what you found lacking about the treatment of Alien cultures by DGP. They
did expand on the bare-bones sketches that the previous AM series provided quite a bit. Then again, Vilani, Vargr, Solomani and Aslan have never been the most creatively written Alien races in Traveller to begin with. I really don't see how you could make the Aslan, for example, break from the cliches without reimagining them from scratch.
Now, I don't know if the hypothetical "Zhodani & Droyne" would have pleased me as far as its interpretation of Zhodani culture was concerned. It might have actually gone in the same more oppressive direction as MGTA4 & GTAR1, though this seems unlikely given the blurb in Imperial Encyclopedia. But I am certain that it would have been more thorough, more creative and more useful than all other efforts so far.