-Daniel-
Emperor Mongoose
That was what attracted me to it. Of course 18 or so books later I still like Mongoose Traveller. :wink:Jeff Hopper said:Mongoose Traveller 1.0 came in a single book that had everything you needed.
That was what attracted me to it. Of course 18 or so books later I still like Mongoose Traveller. :wink:Jeff Hopper said:Mongoose Traveller 1.0 came in a single book that had everything you needed.
So you couldn't use the ships given to "explore a huge amount of the galaxy"?vladthemad said:The core rule book states:
However, none are vital or necessary to the game and
are presented only for your continued enjoyment – you
can explore a huge amount of the galaxy with this Core
Rulebook alone!
Without ship design rules you're missing a key element to the above statement. You have rules for alien life forms, system and sector creation, trade, and just about everything else anyone could possibly need to create their own campaign...but you take out the one that players enjoy the most, ship design.
I've already said I would prefer to see a ship design system in the basic book, but I have to admit I've never seen one of my players design a ship. I've seen them want to modify their ship and using some of the design rules to do so, but creating entirely new ships has been the Referee's job in my games, just like the world design rules are pretty much only used by the Ref (I've never had players generate their own subsectors either - homeworlds sometimes, but not more than that).vladthemad said:Without ship design rules you're missing a key element to the above statement. You have rules for alien life forms, system and sector creation, trade, and just about everything else anyone could possibly need to create their own campaign...but you take out the one that players enjoy the most, ship design.
Bense said:I've already said I would prefer to see a ship design system in the basic book, but I have to admit I've never seen one of my players design a ship.
It is not common in the various games I have been a part of. What is common is someone who loves designing ships ends up doing dozens of various new and tweaked ships. I have seen more Type-S variants than I would like to admit. 8)AndrewW said:Bense said:I've already said I would prefer to see a ship design system in the basic book, but I have to admit I've never seen one of my players design a ship.
As a player in a game I have designed a ship for the group to use. So it does happen, may not be that common though.
Rikki Tikki Traveller said:Also, you need to make sure that all the necessary OPERATIONS are in the Core Book.
I will move the details over to the Spacecraft Operations Forum, but Fuel Consumption needs to be in the Core book. If you don't tell the new players how much fuel is used to jump etc. then they can't operate their ship without using another book.
-Daniel- said:So you couldn't use the ships given to "explore a huge amount of the galaxy"?vladthemad said:The core rule book states:
However, none are vital or necessary to the game and
are presented only for your continued enjoyment – you
can explore a huge amount of the galaxy with this Core
Rulebook alone!
Without ship design rules you're missing a key element to the above statement. You have rules for alien life forms, system and sector creation, trade, and just about everything else anyone could possibly need to create their own campaign...but you take out the one that players enjoy the most, ship design.
If one believes you do need the ship design rules to do so, then you are right. I am just not sure I do believe they are needed when many ships are already given for our use.
Not to say I think the ship design rules are not important. Heck there are lots of fans who do nothing but play with the ship design rules building new ships or tweaking the old designs. So I would never say they are not important, nor that for you, vladthemad, they are not so important the game feels incomplete without them. I just think with the ships given their statement still holds.
That is a great point. So the question is, did the introduction say you could play your favorite with just the first core book or with the core books? Not sure either way, but right now they keep referring to the core books. More than one book is the core. So with the core book we have now, we couldn't.vladthemad said:I was in agreement with that idea before, as a previous player and GM with the intention of using these rules to continue to play in the 3rd Imperium. With that in mind, sure the provided ships work. But then I started thing what if I (or other people) wanted to play in a universe besides the 3rd Imperium? It's kind of hard to come up with TIE fighters or the Enterprise without a system to do so.
The first two paragraphs of the introduction states:
Traveller is a science fiction roleplaying game of the
far future. A multitude of universes await players and
you will find Traveller is capable of handling almost
any kind of science fiction setting, from highly intricate
cyberpunk worlds to campaigns spanning entire galaxies
where mighty empires clash and suns explode.
If you have a favourite science fiction film or TV show,
Traveller will be able to replicate it for you, bringing your
best-loved futuristic moments your tabletop.
That really isn't possible without having ship creation rules in the core rule book.
-Daniel- said:That is a great point. So the question is, did the introduction say you could play your favorite with just the first core book or with the core books? Not sure either way, but right now they keep referring to the core books. More than one book is the core. So with the core book we have now, we couldn't.
All I do know for sure is that, as of right now, I would need to buy more than one book to be able to play in my "favourite science fiction film or TV show" and even then, I bet I would still have to house rule some things.
Or if that is not their intent, then the introduction needs to be edited to admit their intent. Either way, given what you pointed out in the introduction it is not just ship design that is missing but also vehicle design. How can I create any possible Sci Fi movie or show without either.vladthemad said:So no, according to what it literally says in the core rule book it's not a multi-book set like some people keep saying as the other books aren't required. If it's the only book you need to lay, and it's not specifically 3rd Imperium only, then ship construction of some form should be in this book.
-Daniel- said:Or if that is not their intent, then the introduction needs to be edited to admit their intent. Either way, given what you pointed out in the introduction it is not just ship design that is missing but also vehicle design. How can I create any possible Sci Fi movie or show without either.
At this point I believe we should wait for some commend from those who are in command to offer insight. :wink:
msprange said:We, obviously, knew this would be a controversial decision, and we fair agonised over it.
In the end, it was not page count that forced the issue, but the determination that we would make this edition the best we possibly could. Any ship design system in the Core book would, by necessity, be a cut down/watered down set of mechanics that would never cover everything anyway (see 1e!).
By concentrating everything in High Guard, we could keep the design rules all in one place, and focus on their accessibility and utility without having to worry about a section of them being carved out.
Basically, we thought Traveller would be a better game overall if the Core was kept simple and High Guard held everything ship construction-related. That was the winning argument - what would make for the better game.
phavoc said:I second this. Fuel consumption needs to be fully detailed here.