The answer to why, would for historic simulations as well as hypothetical
scenarios. As well as the classic: because you can!
On Mon, Feb 23, 2015, 15:14 [Traveller_TNE] <
> wrote:
>
>
> 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.
> >
>
>
>
scenarios. As well as the classic: because you can!
On Mon, Feb 23, 2015, 15:14 [Traveller_TNE] <
> wrote:
>
>
> 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.
> >
>
>
>