A
Anonymous
Guest
I don't have experience of the paper RPG industry so this opinion is unqualified, but I feel that setting would be more important to Traveller than rules.
A rule system does emphasise certain parts of the setting (for example: a very deadly combat system changes greatly how a game is played, or specific rules designed for the setting like blood resevoir points for Vampires defines how your settings works) but Traveller seems like it doesn't really need these specific thematic rules like blood points. It could use almost any generic RPG system (so just pick one that works instead of re-inventing every time), and it really just needs some good adventures and detailed source material to get it going.
I think this is the approach Mongoose is taking with books like Drinax and Element, and it's opposite to the route FFE is taking. I'm not sure why Mongoose doesn't have Traveller fiction and maybe that's licensing.
The one complex and detailed ruleset Traveller does need is starship design. edit: And I think you probably need the 777-777 profile codes as well.
I don't mind game engines and game ideas (which is basically what MegaTraveller was or T5 seems to be) but they should be marketed as such.
If I buy an RPG I expect to be able to play it out of the box - which all the major systems (D&D etc) allow.
If I buy an RPG and universe contsruction kit, I expect it to market itself as that.
Anyway maybe this is unrealistic. I don't produce or sell paper RPGs so I don't know how the market works.
A rule system does emphasise certain parts of the setting (for example: a very deadly combat system changes greatly how a game is played, or specific rules designed for the setting like blood resevoir points for Vampires defines how your settings works) but Traveller seems like it doesn't really need these specific thematic rules like blood points. It could use almost any generic RPG system (so just pick one that works instead of re-inventing every time), and it really just needs some good adventures and detailed source material to get it going.
I think this is the approach Mongoose is taking with books like Drinax and Element, and it's opposite to the route FFE is taking. I'm not sure why Mongoose doesn't have Traveller fiction and maybe that's licensing.
The one complex and detailed ruleset Traveller does need is starship design. edit: And I think you probably need the 777-777 profile codes as well.
I don't mind game engines and game ideas (which is basically what MegaTraveller was or T5 seems to be) but they should be marketed as such.
If I buy an RPG I expect to be able to play it out of the box - which all the major systems (D&D etc) allow.
If I buy an RPG and universe contsruction kit, I expect it to market itself as that.
Anyway maybe this is unrealistic. I don't produce or sell paper RPGs so I don't know how the market works.