SpaceQuest. Still go for launch?

steffworthington said:
SAd about MSQ and if MongooseTraveller bears ANY relation whatsovever to T4 then I'll avoid it like the plague.

You're not the only one.

Marc's T5 drafts have looked a LOT like T4. Upon seeing T4ism after T4ism, and being unable to even get my players to TRY it because of that.
 
weasel_fierce said:
Indeed. I own each version of Traveller so far, except T20, but everything I've heard about T5 makes it sound like T4.. which is my least favourite version.

I've fiddled with the idea of using CT or MT, and just substitute skill levels for BRP skill levels.

Skill 1 becomes 40%
2 becomes 60
3 becomes 75
4 becomes 85 etc
AKAramis said:
Guys, if you WANT RQ-SciFi, WRITE IT. That's part of what the OGL is all about. Write it, then playtest it, then redact it just enough to meet the OGL and RQSTL licenses. Then put it up on Hyperbooks, RPGNow, and/or DriveThroughRPG, maybe even Lulu.com...

Given the lack of need of paper-product these days, YOU CAN do it.

Or, wait for the Traveller SRD, and then hybridize the two SRD's...

Embrace the concept of Open Gaming.

Some kind of hybrid Traveller-SQ srd could have a lot of appeal, but would probably require a lot of work.

RQ stat times 2/3 to get your Traveller stat? STR, CON, DEX and INT map readily to Traveller stats, but what to do with CHA, POW and SIZ?

A more-RQ style skill list would be nice - CT was a little skimpy in the skill dept.

Cultural backgrounds and professions reworked into Traveller-style lifepaths?

Task resolution and combat? I'm curious to see what Mongoose's version of Traveller will look like, ruleswise.
 
I'm gonna be cautiously optimistic about this one, although not without resevation. Traveller was the first RPG I ever played. I suspect I am probably in the minority in having actually bought T20 and thought it was a really good system, but abysmally supported in the print and paper world.

A lot of people here have voiced concern about the Marc Miller's involvement in the rules system after T4. All I can say to them is, well I'm with you on that one, not just for the clunkiness of the system but also the atrocious editing/proof-reading process which meant a lot of the RAW didn't actually, y'know, work. This worries me given that the editorial process isn't always Mongoose's strong suit. Still like I say cautiously optimistic. I will always be grateful to Mr Miller for developing Traveller and all the background etc. but if I can just say:

"Mr Miller, put the rules down and back slowly away..."

I do have two requests however:
1> Please, please, please keep the inevitable hardware design systems and world building as simple as possible. There have been times in Traveller's past when it would probably be easier to actually develop the science than negotiate the design system (Fire Fusion and Steel anyone?)

2> Focus on developing the background rather than rules and catalogues, the one thing GURPS Traveller got right, that everyone else seems to get wrong is producing reams of new background as opposed to filling books with stats, systems and characters.

To be fair I'm not overly worried about the second point as Mongoose are pretty good at ideas over system, but I just thought it bears raising.
 
AKAramis said:
The playtest materials are quite, uhm, controversial amongst Traveller fans. Just about EVERYONE who has worked with them has had something to hate in it. Quite honestly, Marc Miller should probably take his hands OFF the rules, and stick to setting. He's generally out of touch with the fan base, and with current trends in both games theory and game design, not to mention the history of what has failed. He also flat out ignores playtesters; relying upon others to filter the playtest results for him, and ignoring even broadly held views.

Any relationship to the MRQ playtests are entirely coincidental then! no wonder Matt thinks it'll fit right in.

I've been roleplaying for ~30 years. I've played Traveller once. I think this sums up just how interested I am in this news.
 
Riddick RPG would rock! Especially if you leave the Furian part away and stick to Pitch Black "version".

Another SciFi license that would be awesome would be Richard Morgan's Takeshi Kovacs world (Altered Carbon, Broken Angels, Woken Furies) or Revelation Space by Alastair Reynolds.
 
msprange said:
This does indeed replace our plans SpaceQuest. That said, there is one sci-fi licence that, if we managed to get our mitts on it, would snap back SQ like a shot. . .

However, not all bad news. We are currently in negotiations for something that will not seem like obvious RQ territory, but will demonstrate the flexibility of the system. It will be all good news, so please bear with us!

It's got to be Ringworld, surely?
 
duncan_disorderly said:
AKAramis said:
The playtest materials are quite, uhm, controversial amongst Traveller fans. Just about EVERYONE who has worked with them has had something to hate in it. Quite honestly, Marc Miller should probably take his hands OFF the rules, and stick to setting. He's generally out of touch with the fan base, and with current trends in both games theory and game design, not to mention the history of what has failed. He also flat out ignores playtesters; relying upon others to filter the playtest results for him, and ignoring even broadly held views.

Any relationship to the MRQ playtests are entirely coincidental then! no wonder Matt thinks it'll fit right in.

I've been roleplaying for ~30 years. I've played Traveller once. I think this sums up just how interested I am in this news.

Then why post?
 
CharlieMonster said:
Any relationship to the MRQ playtests are entirely coincidental then! no wonder Matt thinks it'll fit right in.

I've been roleplaying for ~30 years. I've played Traveller once. I think this sums up just how interested I am in this news.

Then why post?[/quote]

Its important to show how cool you are, by pissing in somebody's cereal
 
Well I for one was looking forward to SpaceQuest and could care less about Traveller. If I had access to the right person's cereal bowl I just as well might piss in it too.

Yeah, I get nostalgic moments over AD&D too, but that doesn't mean I want to play it again. After your character survives chargen Traveller goes down hill fast. I doubt I'll get anything Traveller based while I'd have definitely bought some SpaceQuest Titles.

So watch your Wheaties.

(2300 AD was cool though.)
 
weasel_fierce said:
CharlieMonster said:
Any relationship to the MRQ playtests are entirely coincidental then! no wonder Matt thinks it'll fit right in.

I've been roleplaying for ~30 years. I've played Traveller once. I think this sums up just how interested I am in this news.

Then why post?

Its important to show how cool you are, by pissing in somebody's cereal[/quote]

LOL! And that ain't restricted to Mongoose forums, either! No sirree.
 
Rurik said:
After your character survives chargen Traveller goes down hill fast.

A lot of the official GDW Traveller scenarios were a bit pants, but the one gem was also the only large scale campaign they ever wrote, which was the Traveller Adventure. I GM'd this and loved every minute. Also, the stuff put out by DGP was almost universally excellent.

So stay out of my Kelloggs man!
 
Rurik, dont get me wrong, I think you're a great guy... but the whole "survive chargen" thing has been relegated to optional since book 5 or thereabouts. Its getting kinda old :)
 
weasel_fierce said:
Rurik, dont get me wrong, I think you're a great guy... but the whole "survive chargen" thing has been relegated to optional since book 5 or thereabouts. Its getting kinda old :)

Don't get me wrong - I actually Loved rolling up characters in classic Traveller. I really do think it was one of the best parts of the system. It was gambling your characters life for experince. Brilliant really. I don't fault the system at all for killing characters in chargen. It's not like it took hours to roll up your character or anything.

I do think the system went downhill after chargen though. It just wasn't that good. Somethings were too simplified, others too complex (ahh, keeping your starship vectors on index cards - those were the days). I had some fun with it at the time - and some of the supplemnts were great. But have moved on. I did like the 2300 AD system, but they seemed to have moved away from that system.

So I could care less about Traveller and let the Traveller fans go on their merry way while I go on mine. Unfortunately Traveller seems to have stepped on SpaceQuest (damn Imperium - isn't the universe big enough for us all?).

That and I've never pissed in anyone cereal before. Since you've brought it up it really sounds like one of things to try to accomplish before I die (which could be not too long after the event if I piss in the wrong person's breakfast).
 
oh, I love the system too for characters. A game in itself. I think I misunderstood or just attributed something to you that you didnt mean :)
 
No prob. I think you must spend too much time on some 'other boards' :wink: . I know CT* gets a lot of flak about the dying thing.

For me, anyhow, character creation was the high point of the rules.

*Do you think the CT abbreviation is going to get confusing around here with CthulhuTech and Traveller coming out of the Mongoose Presses now?
 
CharlieMonster said:
I do have two requests however:
1> Please, please, please keep the inevitable hardware design systems and world building as simple as possible. There have been times in Traveller's past when it would probably be easier to actually develop the science than negotiate the design system (Fire Fusion and Steel anyone?)

In fact, put it in a different book entirely, so I can pretend it doesn't exist. A big problem with those systems was they they were so complicated, the errata was about 1/3rd the length of the book. That was true of Mega Traveller and FF&S, rendering them almost useless. Even the book o sample designs, 101 vehicles, was riddled with absurdities. The systems were so complex even the designers couldn't use them correctly, even with the errata.
 
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