In the beginning there was D&D, in which the entire countryside was littered with ancient dungeons full of heavily armed monsters guarding fabulous treasures for no adequate reason.
And then there was Traveller, in which cripplingly primitive worlds existed a leisurely week's travel away from fabulously advanced ones, in a thousand year old trading empire.
Let's face it, these things could probably have been thought through a little bit better, but then again would that have produced better environments for roleplaying? D&D was (and still is) all about the fighting the monsters and the grabbing the treasure. Traveller to a large extent is still about the hopping about the worlds and the wowing the primitives wit the cool tech. Will someone please tell me why this is a bad thing?
I think there's a clear distinction to be drawn here. Yes I know that the Traveller universe is idiosyncratic and it stretches credulity to believe that it would realy have turned out the way it did, given the official history. IMHO this is not such a big deal because it's done. That's just the way the world is and I try not to think about it too hard. Most players and GMs just accept the status quo, and that's fine. If you want to come up with a contorted post-rationalization for why the Traveller universe is the way it is, be my guest.
On the other hand, I don't think it's reasonable to crimp current games based on any such post-rationalization. Just because a low tech world sits next to a high tech world, there's no reason to prevent the characters going into business exploting these opportunities. There's a difference between bending the background to rationalize it and bending in-game behaviour. Doing so would move these awkward problems out from the shadows and into the full light of day and doing so can only damage the game.
This is why I'm prepared to accept that a low tech world exists next door to a high tech one, but won't accept daftnesses such as high tech gear costing 600x more on the low tech planet.
Simon Hibbs
And then there was Traveller, in which cripplingly primitive worlds existed a leisurely week's travel away from fabulously advanced ones, in a thousand year old trading empire.
Let's face it, these things could probably have been thought through a little bit better, but then again would that have produced better environments for roleplaying? D&D was (and still is) all about the fighting the monsters and the grabbing the treasure. Traveller to a large extent is still about the hopping about the worlds and the wowing the primitives wit the cool tech. Will someone please tell me why this is a bad thing?
I think there's a clear distinction to be drawn here. Yes I know that the Traveller universe is idiosyncratic and it stretches credulity to believe that it would realy have turned out the way it did, given the official history. IMHO this is not such a big deal because it's done. That's just the way the world is and I try not to think about it too hard. Most players and GMs just accept the status quo, and that's fine. If you want to come up with a contorted post-rationalization for why the Traveller universe is the way it is, be my guest.
On the other hand, I don't think it's reasonable to crimp current games based on any such post-rationalization. Just because a low tech world sits next to a high tech world, there's no reason to prevent the characters going into business exploting these opportunities. There's a difference between bending the background to rationalize it and bending in-game behaviour. Doing so would move these awkward problems out from the shadows and into the full light of day and doing so can only damage the game.
This is why I'm prepared to accept that a low tech world exists next door to a high tech one, but won't accept daftnesses such as high tech gear costing 600x more on the low tech planet.
Simon Hibbs