Jake--
Thanks, but no worries. I'd say I wanted it to be perfect as much as the
next guy, but that's not true: I wanted it to be perfect MORE than anyone,
but there's only so much you can do. You could say, "If I had a whole
year, or 10 years, or 20 years, or whatever, that I could make it
perfect." Not really, you'd get a lot of things better, but in that time
you'd discover more things you wanted to do, or deeper levels of detail
that you wanted to achieve, and those wouldn't be perfect either.
We were close enough to "perfect" to get the kind of complaints that we
got. Those complaints only happen when you're good enough for people to
take it that seriously.
I think using Trav to model existing equipment is maybe not the most
obvious use of an SFRPG, but I understand the impulse. For several years
in high school I used Traveller to model every wargame era, ancients, age
of sail, WW2, etc. There's just something fun about it. That "War World"
genre of novels had Traveller written all over it. But any system breaks
down here and there when you lean on it hard.
> Dave,
>
> I just wanted to add that I have never been one to worry because a design
> sequence can't re-create with exact fidelity real world or historical
> artefact X or Y. I know many hours and bytes were wasted on the TML by
> complaints that somebody's M16 or Me262 didn't turn out just right. But
> if it is any consolation, that was the case with MegaTraveller before TNE
> and with later systems as well.
>
>
> I could never wrap my head around why people who want to churn out exact
> replicas of historical or current weapons would select a SF roleplaying
> game set in the distant future to do so.
>
Thanks, but no worries. I'd say I wanted it to be perfect as much as the
next guy, but that's not true: I wanted it to be perfect MORE than anyone,
but there's only so much you can do. You could say, "If I had a whole
year, or 10 years, or 20 years, or whatever, that I could make it
perfect." Not really, you'd get a lot of things better, but in that time
you'd discover more things you wanted to do, or deeper levels of detail
that you wanted to achieve, and those wouldn't be perfect either.
We were close enough to "perfect" to get the kind of complaints that we
got. Those complaints only happen when you're good enough for people to
take it that seriously.
I think using Trav to model existing equipment is maybe not the most
obvious use of an SFRPG, but I understand the impulse. For several years
in high school I used Traveller to model every wargame era, ancients, age
of sail, WW2, etc. There's just something fun about it. That "War World"
genre of novels had Traveller written all over it. But any system breaks
down here and there when you lean on it hard.
> Dave,
>
> I just wanted to add that I have never been one to worry because a design
> sequence can't re-create with exact fidelity real world or historical
> artefact X or Y. I know many hours and bytes were wasted on the TML by
> complaints that somebody's M16 or Me262 didn't turn out just right. But
> if it is any consolation, that was the case with MegaTraveller before TNE
> and with later systems as well.
>
>
> I could never wrap my head around why people who want to churn out exact
> replicas of historical or current weapons would select a SF roleplaying
> game set in the distant future to do so.
>