I'll answer these together. I think the key is in your statement:
" . . . it is about quality over quantity". There are many products out there that quite frankly do not "distinguish" themselves. It is not necessarily that they are bad products, but rather: "
Why would I want or need this" or "
What makes this product more useful or better than 20 different other things out there that are already published?"
- Aliens. I am personally not a big fan of the "Alien-of-the-Week" phenomenon; otherwise you end up with Star Wars or what eventually happened in the successive Star Trek series: lots of poorly developed aliens in a mish-mash that do not fit into the overall setting, and who otherwise should be encountered all over the place unless they are pre-Jump and confined to a single world. I would rather see existing races fleshed-out and developed. Subcultures. Subspecies. Outcast enclaves in the Frontiers. What do some of those radically different Aslan cultures influenced by alien Human and other ideas look like across the Rift rimward of the Spinward Extents? What elements of the general culture (or cultures) of a species exist that we don't usually see or think of as part of the usual "stereotype" for the race?
- Spacecraft. - Referencing what I noted above in my introduction: Do I need another 200ton Free Trader design? I can handwave one that does Jump-2 or Jump-3 by simply moving some bulkheads on an existing design. So, what distinguishes this particular design the makes it special that I would want to have it in my ship library (or that I as a player would want to have THAT particular class for my character's ship?). Is it a ship that I will find useful at the table as a GM from a potential adversary's standpoint, or will it simply be background fluff? What makes this ship really stand out as special?
- Equipment. Equipment is always good if (once gain) it is something well thought-out and fills a niche that has not been well filled before. Traveller postulates a number of breakthroughs in scientific understanding (gravitics, strong/electroweak-nuclear-dampers, their relationship to hyper-/sub-/jump-space, organic/genetic bioengineering, self-modifying materials, fabricators/makers, etc.) How might some of these sciences and technologies be utilized in less-obvious ways to beneficial effect? For example, historically when the LASER was first invented, everyone thought that the Sci-Fi "ray-gun" had finally been invented. But look how many other ways other than weapons-tech the laser has been used (communication, computers & data-reading, surgery, range-finding & scanning, etc). What other ways can Traveller tech be used other than some of the obvious in-your-face applications?
- Careers. New Careers can be good or bad. I have seen really interesting additions to the list of careers, and I have also seen some that I wonder why someone even bothered to make this up. The key criterion to think about is "Would I want to play a character in this Career as a long-term character in a campaign?" Does it ADD anything to a Traveller campaign? Something may be reasonably-construed to be in existence in the "real-universe" and yet be rather useless as a fleshed-out career for use in Traveller. I have seen some things even written up as a "Career" that quite frankly are not properly "Careers" at all but just character personality types or hobbies. A Career should be something that a person can reasonably either devote their life to and/or independently make their living at (one way or another), not just simply something that they believe or do on the side while they go about their lives. I say this because I have seen things like this written up as careers, which are not in fact properly careers. They are life-pursuits alongside careers. (In fact - maybe that is one idea for you to work out for "New Systems: Life Pursuits separate from but alongside careers - that can continue after CharGen is over and into gameplay). Also, in some cases new Careers are not necessarily needed, but sub-specializations of already existing careers can be useful (sometimes - Medical or Commando or Naval Intelligence or Technical R&D, et al, under a military career are useful to flesh out Support or other Special Branches not otherwise distinctly covered; Motorpool, Company Clerk, and Catering Corps can be left to the imagination under the "Support" heading for those who want it).
- New systems.
- See Life Pursuits above under "Careers" for one idea.
- Another idea already touched on in some previous publications: What systems relate finances and personal connections to Social Standing? Make the Stat count. So you are Soc=9 by "general" Imperial scale. What does this mean? It probably means you are local gentry on your homeworld, depending on its population and culture. Or did you only receive the Soc=9 as a result of Imperial Service? How does your homeworld see that? What about Soc=7? or Soc=6? What financial or social connections (Imperial or Local) does that mean you have because of your Social Standing, independent of the CharGen Events table. Does High/Low Soc give you a +/- DM on certain events on the Events Table? Do you have stocks, dividends, lands or property, or a financial portfolio instead of just cash-on-hand at mustering out of CharGen? If you are Soc=3, are you in debt or other obligation above and beyond what you might otherwise owe as a result of CharGen (and are you Travelling in order to run from it and/or pay it off)? If you are Noble (Local or Imperial, whether inheriting or cadet) what do your "noble appurtenances" look like other than just a title and a "land-grant/fief" of a particular size? What does it actually consist of in practical terms, etc.
- I am all for new systems, just as long as they (like careers) are going to be genuinely useful at the Table, or for CharGen, or for the GM. If you put yourself into the shoes of a Player or GM and cannot see yourself using it in any significant or frequent way, then it is probably not a good system to publish.
Again, it is about quality. Some people will throw together a table or a series of quick charts that anyone could have thought up on the fly and charge money for it. I won't pay for that. Generally, I will want more than just a few short pages to justify my expenditure, but I will want something that is well thought out and that gives me something that is either unique or different than I would have come up with on my own.
I hope that is somewhat helpful.
Thank you for your response.
*Aliens
See I love aliens but more like alien of the month than the week. But games are overly saturated with them with most giving just about zero information about them as far as their culture is concerned. Taking existing races and expanding on them would seem the natural course considering how vastly different human cultures are in a single world. Though I do love making alien civilizations including things like what is their version of football. Which opens the possibility for roleplaying.
Though the one thing I love more than living alien civilizations are extinct ones. Lost alien worlds who never got to make their mark on the galaxy and their world is packed full of danger and mystery as far as what they were and how they ended.
Thank you though I think its important to use the races available but if I do have new races (which of course I do
) I am inclined to do ye olde wormhole to another galaxy.
*Spacecaft
Seems like there really isn’t much to add to what exists, I agree with what you said, its easy to just augment what is already available. If I were to make new ships I would likely have them serve a specific purpose like small ones that grapple onto larger ships and start draining their power like leeches or something.
*Equipment
I love how you brought up the laser, it reminds me of another game Numenera where if I recall, (been a few years.) You could have these alien devices, have no idea what their original purpose was but you use one for a grenade or something and you’d have no idea thousand years ago it was the charging battery for some alien’s shaver.
I would likely just focus on using the rules for creating new computers and robots but also maybe find new uses for old toys.
*Careers
What you mentioned about life pursuits resonates well with me. After Character generation is something, I had been thinking about when developing my own future game. Like can characters not go back to college? Are they just banned after their careers? Doesn’t make sense realistically. So my thought has started with Guilds and the specialized skills and services they offer. Guilds being funded by governments, or corporations. Or secret clandestine clone pirates.
While I had been pondering the companions Wealth levels as well as Social standing, I had been considering how the two are so intricately linked. Not all wealthy people are famous but there are a lot of famous people who are just famous for being wealthy and in a lot of people’s eyes, wealth equals social status and even competency. I heard it quoted once not sure where, the richer you are the more people just want to give you things for free. Because for the most part they want to endear you to them or get you to spend money back greater than they give like casinos comping high rollers. One can affect the other that they are almost a single characteristic on their own or perhaps there needs to be a stat that combines them? I don’t know the whole answer now, but it will come to me.
Thank you for your feedback, it was valuable to me. I agree with what you said. People want to get value for their money while others think they can just whip up a DD66 table and that = profit. A friend of mine actually had a PDF that was nothing but dumb random charts full of stuff. It was humorous, but would I have spent money to buy it?
But thank you, it was quite helpful. I am moving slow but in a definite direction.