Sigtrygg
Emperor Mongoose
They are, and always have been. I ignore mook rules whenever they are introduced for just that reason.I would have looked forward to the merchant rules, but given your views below, I am not sure that is still the case.
Then perhaps I need to find a new game. The appeal of Traveller has always been that Travellers are mechanically the same as everyone else.
No argument from me, I agree.It is a game of skills, not powers. (Even Psionics are just treated as normal skills.) They are not gods with thousands of hit points and using completely different classes for PC and NPCs.
That's not what he is saying.If you, as a representative of Mongoose, are going to say that is not the case, then, I need to stop buying Mongoose products immediately as it is not the game I thought it was and will not be supported in a way that I can enjoy.
He is saying that the existing trade rules apply to characters, and that the rules for trading between worlds for the megacorporations and big players have never been written - despite GT attempt. Put another way don't try to apply the travellers trading minigame to anything other than traveller player characters.
Correct, and the actions of the travellers are governed by the unavoidable fact that they are make believe extensions of the players. The NPCs are not real either and are governed by dice rolls.I hate the hypocrisy in RPGs that PC and NPCs use different rules, like D&D. In Traveller you write up NPCs the same way you write up PCs. There is no mechanical difference. What makes Travellers different from other people are their actions.
There is a big difference. A mustered out drifter is being played by a real person and is now on a life of adventure, they are a traveller. A non-mustered out drifter is still an NPC. Unless you want to run an active duty drifter campaign in which case you will have to write the hierarchies and protocols of drifters.There should be no mechanical difference between a Drifter and a mustered-out Drifter.
No, that is all on your interpretation. PCs and NPCs buy things for the same prices, its just there is no player making the choices for the NPC.Although, you seem to be saying that as soon as you muster out of a career, you magically can no longer buy things at the regular people price, you get the Traveller price which is economically non-viable.
They do up to a point. The point of divergence is that we need rules for what PCs do. If you want to role play an active duty merchant campaign then you will need to use different rules.Game rules should be like physics and apply the same to everyone. It is how I run My games, but if this will not be supported by Mongoose products then, I will have to find a game that does or just go back to not gaming, again.
Its a quation of how much detail you can put in to a game. First you write the stuff that player characters interact with.Every RPG is a simulator in varying levels of detail and accuracy. It simulates a person assuming the role of a person in another universe. It is by definition a universe simulator. I think what you mean to say is that it is not a "detailed universe simulator".
We don't know our universes rules, so the Traveller rules approximate a reasonable attempt at describing the worlds that player character visit.Worldbuilding is called worldbuilding for a reason. You are literally building the world. So, of course, it is a simulation, it is just not a simulation of Our universe with Our universe's rules.
The referee's job is to run a fun game, not simulate the universe. A lot of that will be in the imagination of the players as much as the referee.Every computer RPG you play also simulates the world you are adventuring in. All RPGs are in one form or another a "universe simulator". The Referee's entire job description is literally to simulate the universe for the players by using the rules of the system and setting.