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RE: Traveller + SG2/DS2/?

From: "Katrina Brown" <mwbrown@s...>
Date: Sun, 27 Mar 2005 09:22:51 -0800
Subject: RE: Traveller + SG2/DS2/?

A couple of comments.

Striker (1):  This set really works as a Platoon Leader simulator.  You
need
to know how to write small unit operations orders in order to be
successful.
If you don't, the system will bite you hard.  This is illustrated in the
piece of fiction in Book 1.  These rules were written with a focus on
simulation, not gaming.  The design rules reflect this as an exercise in
compromise. It is amazing the amount of work we went through when these
first came out as few had access to a computer, let alone knew how to
use
one!

FF&S follows this tradition. Part of the test of the system was building
historical systems and getting an approximate result.

Striker2 is a D20 adaptation of Command Decision.  You need to have a
fairly
detailed TO&E and have your figures organized to play.

Even when this first came out I just assigned values in order to get a
quick
game going.

GZG Traveller:	I think the strength of Traveller's design systems is
the
forcing of tradeoffs due to tech level.  At certain levels only some of
the
systems are available, at others the cost/mass/volume maybe too high. 
What
may be useful is a 'tech level' guideline for the DS design rules (BTW,
if
someone wants a point system for SG they could just use DS).

Happy Easter!

Mike

-----Original Message-----
From: owner-gzg-l@lists.CSUA.Berkeley.EDU
[mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU] On Behalf Of Mark A.
Siefert
Sent: Saturday, March 26, 2005 12:30 PM
To: gzg-l@csua.berkeley.edu
Subject: Re: Traveller + SG2/DS2/?

Since I am also a CotI member, I whole heatedly agree with Tom. I've
tried 
to wrap my head around Striker and I just can't get past the orders/turn

system. (Sorry, I don't want to wait 12 turns for my forces to 
single-mindedly act upon their orders. I don't care how "realistic" it 
seems.) That, and the vehicle creation system is an anal retentive 
nightmare.  (Why do I have to figure out the exact cubic volume that my 
tank's engine takes up?  I just want to play.)

I love the Traveller background and the technology.  It's just that a
lot of

the rules were written by people with a very fastidious notion of what 
gaming is about. That's why I mainly play T20 these days. (I don't need
to 
use hexadecimal notation for my player character sheets.)

So, in conclusion, I would very much like to see a Taveller-based 
DSII/SGII/FMA-S rules set ala Power Projection.  Of course, Dom Mooney
at 
BITS isn't going to do it because he has "At Close Quarters." However,
if we

can figure something out, I'd like to help anyway I could.

Later,

Mark A. Siefert

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