Official Traveller Universe or Original Traveller Universe

If Mongoose is going to dwell on the Charted Space setting then I think it should give us something new. I'm sure not interested in yet another rehashed sector or CT rulebook.

But to be honest (and I'm sure I read something about this somewhere recently. TML maybe?) I don't think they really want to do that (plus, Avenger are doing Charted Space stuff - maybe Mongoose would rather leave it to third parties). I think they really wanted Traveller so they could have an engine to power their other SF games. God knows the Charted Space setting is a pain in every way from a developer's viewpoint - who in their right mind would want to spend a lot of time dealing with the OTU and all its 30+ years of canon baggage and the stupid politics associated with it?

I think Mongoose would be much smarter and much better off focusing on other settings.
 
captainjack23 said:
So, in all of this, now that we've gotten to arguing personal opinion as fact, and we now know (again) who hates CT, and CT gamers, and who hates GURPS and GURPS gamers, and who has fingers in what pies, and who respects what, or who is confused by who's arguments, or what sales really mean, and weather traveller is hopelessly obsolete or blindingly elegant, and who hates who, is there any hope of discussing the topic ?

Should Mongoose traveller support focus on the Imperium setting, or expand. And if so, how far ? and if not, why not ?

...Discuss amongst yourselves......

I don't hate CT or GURPS. I don't thnk Traveller should be a universal rules set ala GURPS but I do think it can be extended and modified within each setting to be a pretty decent rules set for a variety of science fiction genres.

I don't think Mongoose should abandon the OTU nor do i think they should focus on it. I think they should put out books with a variety of uses and some OTU specific material as well, and let Avenger do the OTU stuff. I would like to see them allow Avenger to expand into other eras of the OTU, while still supporting the 1105 time frame, so that they can bring out their excellent 1248 materials again, for MGT under the Flaming Cobra imprint at some point. I think BITS should also be allowed to produce OTU specific stuff for MGT.

That's what I would do if the decision were mine to make.

Allen
 
EDG said:
If Mongoose is going to dwell on the Charted Space setting then I think it should give us something new. I'm sure not interested in yet another rehashed sector or CT rulebook.

But to be honest (and I'm sure I read something about this somewhere recently. TML maybe?) I don't think they really want to do that (plus, Avenger are doing Charted Space stuff - maybe Mongoose would rather leave it to third parties). I think they really wanted Traveller so they could have an engine to power their other SF games. God knows the Charted Space setting is a pain in every way from a developer's viewpoint - who in their right mind would want to spend a lot of time dealing with the OTU and all its 30+ years of canon baggage and the stupid politics associated with it?

I think Mongoose would be much smarter and much better off focusing on other settings.

Thank you.

If you can find the comment, that would be interesting.

I'd be surprised if simply stripping out the traveller engine is the whole of why mongoose would buy a license - and I very much doubt that they would have gotten such without some commitment to "mainstream" traveller. That said, I do thing there is a lot of room for traveller to expand into similar genre stories *successfully*; and I also think that much of that will be defacto support for the semi-hemi-demi standard traveller setting that most people play.

And I'd love to see new settings even in the traveller universe. The Vilani expansion (Empty Jumps aside)....the long night....the expansion into the spinwards - the first civil war, heck, even a rebellion or aftermath- all fascinating. And, without time shifting, what the heck is going on in the trans-foreven areas. And what about the Core expeditions ?

In all honesty, CT did work pretty well for lots of SF settings that were around in the late 70's, but it also had lots of unrealized potential ; I think this new version of CT (which is what MGT is, like it or not) is (or is trying to) capitalize on that potential to move into genres that did not exist at the time. And I think its doing quite well in that.
I'll submit that I don;t think it was ever intended to be generic in the true sense of the word - in fact, that whole wave of design fashion was to come much later; as far as I can recall, it wasn't an issue.

So, yes, I agree that Traveller (CT)/MGT) did miss the genric boat - but I also think that wasn't a bad thing.
 
Allensh said:
captainjack23 said:
So, in all of this, now that we've gotten to arguing personal opinion as fact, and we now know (again) who hates CT, and CT gamers, and who hates GURPS and GURPS gamers, and who has fingers in what pies, and who respects what, or who is confused by who's arguments, or what sales really mean, and weather traveller is hopelessly obsolete or blindingly elegant, and who hates who, is there any hope of discussing the topic ?

Should Mongoose traveller support focus on the Imperium setting, or expand. And if so, how far ? and if not, why not ?

...Discuss amongst yourselves......

I don't hate CT or GURPS. I don't thnk Traveller should be a universal rules set ala GURPS but I do think it can be extended and modified within each setting to be a pretty decent rules set for a variety of science fiction genres.

I don't think Mongoose should abandon the OTU nor do i think they should focus on it. I think they should put out books with a variety of uses and some OTU specific material as well, and let Avenger do the OTU stuff. I would like to see them allow Avenger to expand into other eras of the OTU, while still supporting the 1105 time frame, so that they can bring out their excellent 1248 materials again, for MGT under the Flaming Cobra imprint at some point. I think BITS should also be allowed to produce OTU specific stuff for MGT.

That's what I would do if the decision were mine to make.

Allen

And by gosh, I'd support you in that.

And, BTW, I know you don't hate CT or GURPS. In fact, I doubt if even the principal targets of my comment can really be said to hate CT or GURPS either. Its just such an easy word to toss out, and such an easy position to argue oneself into. But....well, one hates ....Nazis, Evil, great injustice, terrible crimes and criminals. One dislikes entertainment choices, at worst. If one has a similar level of passion for a game....well, thats .....unusual.
 
The only problem I have with the Official Traveller Universe is that it had a time line of progression. What I mean is that they didn't just create the universe and let GM's go to it. They started the time at 1105 and as the real years went on they added years to the OTU.

I feel that this is a problem. It's one reason it dropped out of Forgotten Realms in D&D. I don't really want my universe to change due to 3rd parties.

And the Rebellion was terrible. I still can't see how this would have destroyed the Imperium but the Civil Wars of the 600's didn't. And don't get me started on the Virus.

If Mongoose is going to recreate the OTU that is great. Then stop and let the players and GMs have fun with it. I personlly am looking forward to MGT's version of the Alien modules.

Again the year is 1105. Leave it be!!!!!!!!!! If GM's want to change that, then that is their choice.

Sorry for the rant. :)
 
I happen to like the way Wizards is doing the Star Wars setting. They have one campaign guide for each era that are great places to game. Mongoose expressed an interest in doing something similar with Traveller. I like that idea.
 
captainjack23 said:
So, in all of this, now that we've gotten to arguing personal opinion as fact, and we now know (again) who hates CT, and CT gamers, and who hates GURPS and GURPS gamers, and who has fingers in what pies, and who respects what, or who is confused by who's arguments, or what sales really mean, and weather traveller is hopelessly obsolete or blindingly elegant, and who hates who, is there any hope of discussing the topic ?

Should Mongoose traveller support focus on the Imperium setting, or expand. And if so, how far ? and if not, why not ?

...Discuss amongst yourselves......

I don't 'hate' GURPS or GURPS gamers - I used to regularly be involved in playtesting for them, and have bought and played several of the GURPS books. But it doesn't stop me being critical of the approach, or stating that EDG is basically wrong to assert that Traveller makes for an inferior set of generic sci-fi rules.

Does the original CT - as it was in 1977 - allow me to create a setting with instant jump drives or communications and discuss the implications of it? Does it give me a way to create new alien races? New technologies? New careers, even? Does it give me any advice on settings that aren't space empires? Or that use different technologies? No, it doesn't - which means it most certainly isn't "generic".

It was certainly possible to create new aliens, following the encounters template (and still is); it barely gave advise on any settings - so it was just as viable to create one that wasn't a space empire. New careers were built on at a later point, which pretty much gave imputus the idea that it was possible to expand the game as players saw fit. The game was generic because it didn't have a set background, when it was originally released. It was released, with the same design brief for generic sci-fi that D&D had for generic fantasy. You could make just as many criticisms of D&D as a generic fantasy game in 1977. It would be just as churlish. This is what the games were used for.
 
BenGunn said:
cbrunish said:
The only problem I have with the Official Traveller Universe is that it had a time line of progression. What I mean is that they didn't just create the universe and let GM's go to it. They started the time at 1105 and as the real years went on they added years to the OTU.

I feel that this is a problem. It's one reason it dropped out of Forgotten Realms in D&D. I don't really want my universe to change due to 3rd parties.

And the Rebellion was terrible. I still can't see how this would have destroyed the Imperium but the Civil Wars of the 600's didn't. And don't get me started on the Virus.

If Mongoose is going to recreate the OTU that is great. Then stop and let the players and GMs have fun with it. I personlly am looking forward to MGT's version of the Alien modules.

Again the year is 1105. Leave it be!!!!!!!!!! If GM's want to change that, then that is their choice.

Sorry for the rant. :)

You dislike it. Okay, your choice. I disliked the "Happy, Happy Travellers" style of CT and GT (LOVE the GT rules set) and love the "Scattered Empire" setting of MT and the HardTimes add-on. I also loved the living setting (and the support it got in JTAS/Challenge) A nice, broadly painted background that was alive and well.

As for the "why did it survive the civil war in 600" that is quite well explained in the official material including the early TNE stuff. Different styles of civil wars (600 was "Military Man", 1116 was "Politicians") something that has happened before in earth history.

It might have been wiser, back in the day, to have had different settings to cope for the different games, akin to DnD having, Greyhawk, FR, Dragonlance etc. Then everyone would have been happy: those who liked the CT vanilla would have had their place, the MT civil warriors would have their shattered empire, and then the TNErs could have had a separate setting to deal with dark, crazed digital entities and and the dark terror of space.

The OTU worked best (IMO of course) in the CT vanilla mode; the Rebellion and Virus, while perfectly good rping environments, feel a bit shoehorned in on top the 'static' imperium. Both later settings carry the weight of their forebear, and so found it difficult to do their own thing, without constantly referring back to what had gone before. (Sorry, that was longwinded - was up til 6am now that I have a console that will let me play it)
 
cbrunish said:
The only problem I have with the Official Traveller Universe is that it had a time line of progression. What I mean is that they didn't just create the universe and let GM's go to it. They started the time at 1105 and as the real years went on they added years to the OTU.

I feel that this is a problem. It's one reason it dropped out of Forgotten Realms in D&D. I don't really want my universe to change due to 3rd parties.

And the Rebellion was terrible. I still can't see how this would have destroyed the Imperium but the Civil Wars of the 600's didn't. And don't get me started on the Virus.

If Mongoose is going to recreate the OTU that is great. Then stop and let the players and GMs have fun with it. I personlly am looking forward to MGT's version of the Alien modules.

Again the year is 1105. Leave it be!!!!!!!!!! If GM's want to change that, then that is their choice.

Sorry for the rant. :)

I completely agree with you...I'm all for backstory but I don't like metaplot. I could see releasing the other eras as "here's a snapshot of the OTU farther down the line but you don't HAVE to use it". But in general, I like the idea of "Here's the state of things in 1105; here's some ideas for where it MIGHT go, but where it actually DOES go is up to you"

Which has actually been the case all along, but it is neccesary occasionally to spell things out.

Allen
 
TrippyHippy said:
or stating that EDG is basically wrong to assert that Traveller makes for an inferior set of generic sci-fi rules.

But it's you that are wrong to claim that CT was a generic SF ruleset - objectively, demonstrably wrong - for the reasons I stated above and that I will reassert below.


It was certainly possible to create new aliens, following the encounters template (and still is);

Nope. The rules are there to create animals, not intelligent (if not playable) aliens and their cultures.

it barely gave advise on any settings - so it was just as viable to create one that wasn't a space empire.

Think about what you're saying for a second. Are you seriously suggesting that the absence of any advice on the subject means that it helps you to create other settings? I can't even begin to fathom your logic here. Look, it's really simple:

CT: No advice on alternate settings, therefore not useful for such purposes.
GURPS: Plenty of advice on alternate settings, therefore very useful for such purposes.

Whether you personally agree or disagree with that advice is irrelevant - the fact is that it's there in things like GURPS (along with all the other alternate technologies, methodologies for making alien races and worlds etc), and by being there that automatically makes things like GURPS and HERO more generic than CT because they are explicitly giving you more options. CT is inferior in every regard as a tool for making your own SF setting compared to something like GURPS and HERO because it doesn't give you any of those options - all CT does is let you make settings that are like CT. Sorry, but you are just flat-out wrong to claim otherwise - I get that you don't like the approach that things like GURPS and HERO take, but don't let that blind you to the facts.

New careers were built on at a later point, which pretty much gave imputus the idea that it was possible to expand the game as players saw fit.

Adding more careers is in no way, shape, or form equivalent to "telling you how to make different careers of your own".

Again, you seem to be claiming that CT is "generic" because it fails to even mention the things that are clearly missing from it. And again, I say that you may as well claim that every RPG is generic because anyone can make up what they want for it - but while anyone can make up stuff, if they did then they wouldn't need to buy anything at all. People buy RPG and supplements written by other people so they don't HAVE to make up those rules themselves.

If someone was to buy an encyclopedia or a monograph on a subject, they'd expect it to be complete, not full of gaps that they had to research themselves. Someone was to buy a toolkit, they'd expect it to have all the tools they need for the job, not half of them and a scrap of paper telling them to work out the rest for themselves. If someone buys a generic RPG they expect it to have rules for as many things as they'd want because the whole point is to allow the GM to make their own settings.


The game was generic because it didn't have a set background, when it was originally released.

You appear to be confusing "system-less" with "generic" - they're two very different things.

CT had so many built-in assumptions in the rules that you pretty much could only make a very narrow range of settings with it out of the box - and that was a feudal space empire with a strong military bent with no aliens (right at the start anyway), fixed tech assumptions, computers the size of rooms, communications as fast as the speed of travel, and FTL that was a jump drive where you spent one week in jumpspace no matter how far you hopped.

Compare that to a truly generic system like GURPS, which just says "here's a really wide range of possible options for society, technology, FTL travel, alien, and worlds so you can make anything you like yourself".

I could use all the tools in GURPS to make a setting where FTL and communications are instant (and be fully informed of the consequences of doing so), with a loose alliance of multiple species, based heavily on organic technology, with plenty of bioengineering, AI, and characters from any and all races and backgrounds. All the support I need to do that is right there in the rules.

I could try to do the same in CT, but I'd have to come up with absolutely everything on my own - to the point that I may as well just use another game, because all I'd be keeping from it would be the basic dice engine. So why should I use CT in that case when it gives me no help at all and GURPS gives me everything?

This is why CT isn't remotely "generic", in any way shape or form.

It was released, with the same design brief for generic sci-fi that D&D had for generic fantasy. You could make just as many criticisms of D&D as a generic fantasy game in 1977.

Sure, and I would never claim that D&D was generic either. Like CT it had a setting inherently built into the rules (fixed classes, people being able to fight til they dropped, Vancian magic systems, etc). The only time D&D got generic was when 3e came out, and then it was only because WotC took the core system and expanded it for other settings.
 
Heh! You're doing a GURPS-ism yourself right there EDG - claiming authority and objectivity, where it's really just your opinion.

D&D is generic fantasy, and has always been marketed as such, with a few associated published settings. Traveller is generic sci-fi with, historically, just one associated published setting. The mistake for the latter is that they went away from the original brief, and should have allowed for more settings to be developed. The decision that Mongoose (correctly) made is that other settings can be hung onto the Traveller rules.

I've no interest in having a prolongued debate on the matter with you EDG. Suffice to say that I disagree with what you say, and feel that your own requirements for systems qualifying as 'generic' or not are a little blinkered. And I don't find GURPS as useful for generic sci-fi as I do Traveller, regardless of how fat their books are with detail.
 
TrippyHippy said:
Heh! You're doing a GURPS-ism yourself right there EDG - claiming authority and objectivity, where it's really just your opinion.

It really isn't. If you can't see the facts that I have repeatedly presented to you, then that's unfortunate. Obviously I'm wasting my time though.


The mistake for the latter is that they went away from the original brief, and should have allowed for more settings to be developed.

The original brief that you claim existed, that wasn't actually ever done in practice with CT you mean? Maybe the intent was for CT to be generic, but as I have demonstrated it never was in practice.


I've no interest in having a prolongued debate on the matter with you EDG. Suffice to say that I disagree with what you say, and feel that your own requirements for systems qualifying as 'generic' or not are a little blinkered. And I don't find GURPS as useful for generic sci-fi as I do Traveller, regardless of how fat their books are with detail.

Your loss then.
 
EDG said:
It really isn't. If you can't see the facts that I have repeatedly presented to you, then that's unfortunate. Obviously I'm wasting my time though.

It really is. And you just don't have an understanding of what other gamers needs are, with regard to 'generic' gaming. You are presenting opinion as fact.
 
I feel that both of you are a little bit right. As originally presented, Classic Traveller was not a generic SF rpg. It was, at first, one without an explicit setting, but there were assumptions in the rules (semi-feudal nobility, one form of FTL travel, no FTL communications) that meant that AS WRITTEN, you could not use it to run Star Trek, or Lensmen, or Star Wars, etc. if you designed a setting using solely what was in the box, it was going to have jump drives, reactionless drives, particular forms of weapons (lasers, missles, etc.) and such.

I also feel that GURPS can in fact be used very well as a generic science-fiction RPG - because I have done so. admittedly with 3rd edition rather than 4th.

I think Mongoose wants to expand the parameters of their version of Traveller so that it can encompass other settings with very different base tech assumptions than the OTU. Then Traveller WILL be a "usable for any sci-fi setting" game.

Allen
 
It depends upon how much you feel straightjacketed by explicit detail 'as written' for sure, but the Star Wars thing is an example in point:

There are loads of people that say 'you can't use Traveller to run Star Wars', but if you look at the original game's supplements, there are explicit references to Star Wars, and ample evidence that people actually did use the original game to run Star Wars, or Star Wars-esque scenarios (because Star Wars was merely the major point of reference for most sci-fi fans of the time). These days, I'd actually argue that Mongoose Traveller is closer in tone to the WEG version of Star Wars than the D20 version is.

I actually think the Traveller market became significantly reduced when they released MegaTraveller, because it so explicitely started to make the Third Imperium official. Sure, there were supplements that had been doing Imperium stuff before, but this discounts what I feel would be a sizeable proportion of gamers that largely ignored the material from the supplements, and adapted the game from the corebook alone.

What a lot of gamers always seem to forget these days, is the broad capacity of game groups to interpret, adapt and house-rule games as they see fit. They've always done it, and all these gamers usually need is a simple framework to let their own creations fly. If the rule-set is elegant and flexible enough for this type of interpretion, in an unobtrusive way, that's what makes the game generic to me.
 
If I remember well, the initial topic was a kind of poll about the "O" in OTU.

Original or official ? Let's go for "Original", but actually it isn't really important for me.

About GURPS being a generic game ? Hum, I would say (and it is only my two cents of an opinion) that GURPS is rather pretending to be a generic game.

Using GURPS as a generic game makes me think something like :

"It is like trying to kill a mouse with a TL16 FGMP."

IMO, GURPS is far too "rule intensive" to be truly generic.

Truly generic games, like the "Story engine" and "Fudge" are actually very few.

But, ultimately, isn't all this a matter of preferences? Isn't the good tool the one you can use for the intended purpose. :wink:
 
Ishvar said:
About GURPS being a generic game ? Hum, I would say (and it is only my two cents of an opinion) that GURPS is rather pretending to be a generic game.

Given it's the definitive Generic game (it's what the "G" stands for in GURPS), I'd disagree.

IMO, GURPS is far too "rule intensive" to be truly generic.

That's a common myth, usually propagated by people who don't understand GURPS. Yes, GURPS has a lot of options. So does HERO. But at it's core it's a really simple 3d6 engine. What you're supposed to do is pick the parts you need, not use every single option that's available. In 3e at least there was Basic Combat and Advanced Combat, and you could get by perfectly well with Basic combat which was actually pretty simple. Hell, you can play a perfectly functional GURPS game just using GURPS Lite.

I can sympathise with people who feel intimidated by all the options, but a lot of it is down to how you use them.
 
EDG said:
That's a common myth, usually propagated by people who don't understand GURPS.

I know GURPS, I have the third edition and a good amount of some of SJG' excellent sourcebooks. I can only say that this game is too rule intensive to me and is trying to do too many things at once in a clunky way.

Hell, you can play a perfectly functional GURPS game just using GURPS Lite.

You are right, I have even considered using the "Lite" version. But once again it came short on my expectations.

I can sympathise with people who feel intimidated by all the options, but a lot of it is down to how you use them.

As far as I am concerned, I am not intimidated, I just think I should discover new backgrounds, read more about incredible worlds and write some scenarios to share this with my friends instead of reading countless pages of rules, be them basic rules, advanced rules or options.

I prefer rules to be very simple so that they do not come across roleplaying and don't change action scenes into tedious affairs with a lot of book keeping. Rules must somehow become invisible.

Keeping that in mind I am sure you can understand why GURPS can not be my cup of tea.
 
Ishvar said:
I prefer rules to be very simple so that they do not come across roleplaying and don't change action scenes into tedious affairs with a lot of book keeping. Rules must somehow become invisible.
On the one hand, the systems I use for my settings and campaigns usu-
ally are either BRP or a mix of BRP and Traveller, because I also prefer
the rules to disappear into the background during the game.
I have never used GURPS for the roleplaying part of one of my settings
or campaigns, because to me it feels a bit like a game written by mathe-
maticians for mathematicians.

On the other hand, I have used tools from the GURPS toolbox for almost
all of my settings, not to play in them, but to create a detailed, consistent
and plausible background for my campaigns.
There are many elements in GURPS that are truly superior to anything el-
se available in other roleplaying games, and which I find most useful for
the basic structure of the setting creation process.
But these elements remain "below the surface" of my settings, only the
results of their use become visible to the players and enrich the setting
and the game.

To give an example, a planet designed with GURPS Space is a far more
detailed and rich and therefore interesting and playable setting than one
designed with the Mongoose Traveller world building rules.
But the players will never have to see or use a single formula from GURPS
Space, all they see - and usually appreciate - is a setting where all details
are there and fit together, from the astrophysics down to the ecosystem.

So, I really would not want to become Mongoose Traveller "more like
GURPS" when it comes to roleplaying, but I hope that Mongoose Traveller
will have a similar - and preferably better - array of tools for the "back-
ground job" of creating a good setting.
And I have no doubt that Traveller can do this just as well as GURPS, one
only has to think of supplements like Fire, Fusion & Steel or Pocket Em-
pires.
 
Ishvar said:
As far as I am concerned, I am not intimidated, I just think I should discover new backgrounds, read more about incredible worlds and write some scenarios to share this with my friends instead of reading countless pages of rules, be them basic rules, advanced rules or options.

Then why look at GURPS? It's a toolkit - that's all GURPS is. Yes there are separate and specific settings books for it, but GURPS by its very definition is a ruleset. You're obviously not going to get backgrounds or settings in the rules.

Keeping that in mind I am sure you can understand why GURPS can not be my cup of tea.

Sure, but there's a lot of good information in GURPS books, even if you never play it.
 
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