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#7 | |||
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Join Date: May 2005
Location: Oz
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Quote:
Quote:
I prefer the one in Spaceships 3 best, because it is adapted for use with the ships out of Spaceships, which has a design system of awesome range, scalability, and simplicity, and which does not assume the use of Traveller's skiffy reactionless thrusters. Quote:
I consider GURPS Traveller Interstellar Wars to be the best RPG setting product I've seen. Take this with GURPS Basic Set (and maybe, if you are keen, GURPS Ultra-Tech and even, possibly, GURPS High Tech) and you will have all the RPG rules, setting, and equipment stats you need. The down side is that Interstellar Wars will not get you on track to play Traveller with all the cool kids. It is set thousands of years before the situation described in the Classic Traveller line and the GURPS Traveller line. And those are the products with volumes full of adventures and sector listings. They are also the products with the installed fan base. Classic Traveller is a haphazard series of RPG and supplementary products published over a space of years. Developed on the fly, it grew without a plan from a generic sci-fi RPG into a vast and sprawling space opera setting with specific places, history, and people. Classic Traveller was designed by great games designers: subsystems that would be a chore in any other game are fun multi-player or solo games in Classic Traveller. It's the only game I know in which you could play the character generation system for fun, or play the trading rules or exploration rules solitaire. The down side is that it is unorganised, sprawling, haphazard. Also (and this may be a good thing or a bad thing depending on your tastes) at a lot of crucial points the designers stayed vague about fundamental features of the setting. They did this partly to preserve the legacy of the original three-book set as a generic sci-fi game, and partly to avoid writing their future collaborators into a corner. The upshot is that in about 1,400 digest-sized pages of small type, with haphazard organisation and no index (get it on CD-ROM, I'm told text searching is a boon) there are vast shoals of detail, but very little framework, very few clear, explicit statements of how the Imperium is actually organised and governed. I find that that makes the setting very hard to get across. For my taste, Classic Traveller is too big, too badly-organised, and too vague. GURPS Traveller is the same setting as Classic Traveller, with the advantage of GURPS RPG rules. It also has the advantages of having been organised after the setting was designed and being clear that it was a specific setting, not a generic sci-fi game. It is much more compact and better-organised. GURPS rules work better than Classic Traveller rules. But the subsystems aren't games any more: you wouldn't fill an exercise book with GURPS Traveller characters for the fun of it, and the trading game looks like work to me. There is a bunch of other versions of Traveller around too, each of which marries a different historical period of the Official Traveller Universe to a different set of game mechanics. I think they all have fans. I am not familiar with any of them. Opinion, ultimately? I am hard at work writing up my own SF setting. Like the Official Traveller Universe, it has a plethora of independent and rather isolated worlds embedded in space that is ruled by an empire. I do this even though I own three versions of Traveller that I paid good money for. I would not be doing that unless there were a lot of things about Traveller that bug me more than I can endure. Note, though, that some of the things that bug me are exactly the things that other players like. One man's meat is another man's poison. Last edited by Agemegos; 04-19-2010 at 07:57 PM. Reason: consolidated replies to comply with policy on multi-quoting |
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| space, traveller |
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