Kelly,
Traveller was simply ahead of its time, because constructing complex systems requires large teams using complex tools.
Ideally what Traveller needs is a process of integration and rationalisation in some public digital space where paradoxes and 'white holes' can be dealt with collaborativelly.
This would mean that all extant commercial versions become null and void.
I doubt very much this would ever happen.
Cheers
Greg
On 30/03/2016 8:38 AM, "Kelly St. Clair" <xxxxxx@efn.org> wrote:On 3/29/2016 12:34 PM, Craig Berry wrote:
There just aren't any bottlenecks in canon that would prevent a
flourishing post-scarcity economy. That has to be imposed by fiat (and
without plausible explanation) if you want the Traveller feel for your TU.
And this sort of thing, I regret to say, is why I don't really play, or even talk much about, Traveller any more (except in posts like this one). It's too frustrating and discouraging when any discussion of significant length ends with "because that would break the game/the setting."
There comes a point when you're spending more time and effort propping up, trying to handwave away, or flat out ignoring all the broken bits than actually having fun. Yes, I know that sort of thing /is/ fun to some. I'm not one, at least not at this stage of my life, being sadly aware of (1) how often attempted fixes lead to their own unintended/unforseen consequences, and (2) how much of this is simply the result of (multiple) authors over the decades(!) either not knowing better, or starting with a certain result (feel) in mind and bending/contriving "reality", often against plausibility, to fit - I can't suspend disbelief in what I see on stage, especially knowing what I do about what happens behind the curtain.
--
---------------
Kelly St. Clair
xxxxxx@efn.org
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