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-   -   What I Like About Mongoose Traveller (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=15044)

Echo February 16th, 2008 06:28 PM

What I Like About Mongoose Traveller
 
Well, due to...er...popular demand, and a specific request, here it is:

The thread where y'all get to post why you like this upcoming game.

The reasons why I like it are:

1) Whatever else, this game is going to be heavily supported through supplements. No doubt, we will get a lot of material about the Third Imperium, which may be familiar to some, but a real discovery for a few others - and as such, there may be a larger community to create a playing group from in the future as the game expands into new markets. Not only this, but we know that Starship Troopers and 2000AD will end up being converted to this system, with the hope of more titles too (Cyberpunk?, Blue Planet?...). The system is also compatable enough to be able to utilise ideas from Classic, MT, T4 and T5 without too much difficulty, and it is going to be an open system, so the range of potential support is enormous really.

2) The groups I played with, which involved players that have never even heard of Traveller, were all pretty unanimous about how much fun the character generation system is. They had already tried out the new Star Wars Saga system (D20), and have more recently tried the 40KRP system too, but neither were a patch on their reaction to Traveller. Again, some players will already be familiar with the lifepath concepts, but there has been some refinement here (with connections, group packages, and a good supply of basic skills to achieve a decent level of competance for PCs, and a simpler approach towards pre-career experience) that just make it that more accessable to new players, I think. It's a gem, in other words, and ought to be celebrated as such.

3) Fundamentally, Traveller is a skills-based system, with the skills at the forefront. This is not the case for most other games these days (with the exception of BRP), which tend to mix attributes and skills in pools, or simply treat skills as types of feat (Star Wars Saga, 40KRP). Even T4 made this gaming assumption, with Characteristics being overly influential in task resolution. In this game, skill comes first, not only for determining success, but is very influential in determining the Effect too. Ideally, I would have prefered a variable DM based upon Characteristic vs Difficulty, but the fixed DM table nevertheless is totally workable, without overriding the importance of the Skills - and that's key for me.

4) The combat system is a bit different to the normal D20 fare. It actually rewards character skill and player choices, rather than simply being reliant on random rolls all the time. Even if you don't like the execution (and I do, actually), the aim is laudable. Contrary to the beliefs of some, the open roll (influenced by DMs) creates a reasonably smooth range of outcomes from 2-11(or more) for successes (averaging between 5-8), and 6 to -4 for failures. The fact is that the DMs (mainly based upon skill), in conjuction with player choices made, are actually more influential on Effect than the dice roll itself. That's nice.

5) We have seen a very subtle, but noticeable, modernising of technology in the game to include a few more sci-fi tropes like cybernetics, etc. We may yet see an modern updating of the UWP system too, based upon scientific analysis, depending on how the playtest was recieved. Again, this sort of thing is important in making the Traveller game a bit more interesting to new players, and adaptable to other settings, I think. Again, very nice.

I'll probably think of some more later....

aramis February 16th, 2008 07:43 PM

For me, the real promise is the SRD.

I like the goals, but so far, I'm cautiously optomistic about how mongoose will handle it.

hunter February 16th, 2008 08:22 PM

Quote:

Originally Posted by Supplement Four (Post 250229)
What happened to TBeard's post?


The same thing that happened to yours. :devil:

It was thread crapping. There are plenty enough threads against MGT already to express one's displeasure in.

If you have questions about missing posts, etc., post a thread in the CotI Website Issues forum. Don't clutter the thread itself.

Sturn February 16th, 2008 11:07 PM

What I like about MongTrav:
  • Traveller boards are more active again; it's been a while since T4.
  • I actually like the ideas of the new rules, as long as they can be made to work, and as long as they don't somehow change the feel of the Traveller universe.
  • I like that I'm already seeing a list of products for Traveller over at Mongoose, not just a rulebook!

Thuban February 16th, 2008 11:20 PM

I like the possibility of new supplements - provided they're compatible with CT.

PFVA63 February 17th, 2008 11:32 AM

Hi
 
Hi,

Although I've read through most of the playtest documents and stuff for both MGT and T5, I've held off making any assumptions on either game till I see everything all together and have a chance to see how everything fits together.

That said, I am very interested in both MGT and T5 , and ordered both of them a few weeks ago.

For me, what I like most about MGT (and T5) is the chance to see how others address similar issues that will crop up in a game, and especially what new stuff each will bring to the table that may not have been considered in other rule sets yet.

Although most my experience is in CT, I have a lot of sourcebooks and supplements for MT, TNE, T4, and even T20, GURPS, T2000 and 2300AD. Eventhough I don't typically play some of those other systems, I find them very useful for adding flavor or helping me try and figure out how to address issues that CT may not address.

As such, I'm really looking forward to getting ahold of both MGT and T5 and playing around with them and seeing how all the different parts work out together, and/or whether there are bits I might want to try and incorporate into another system, or whether there are parts of other systems I want to incorporate into either MGT or T5.

As such, I guess the biggest thing about MGT (and T5) for me is the chance to see new stuff, more than being excited about any one specific part of the rules.

Don't know if that really answered the question, but just wanted to add my two cents.

Regards

PF

Foxroe February 17th, 2008 01:40 PM

Quote:

Originally Posted by PFVA63 (Post 250307)
As such, I guess the biggest thing about MGT (and T5) for me is the chance to see new stuff, more than being excited about any one specific part of the rules.

Quote:

Originally Posted by Thuban (Post 250255)
I like the possibility of new supplements - provided they're compatible with CT.

Ditto.

-Fox

DaveChase February 17th, 2008 05:25 PM

New supplements would be nice
 
I would like to see similar things grouped together versus 10 books on the same topic

Example: I would buy very quickly a book that had all the Major Race Aliens in it versus 4 or more seperate books.

Of course I might be the exception and not the norm, (which it seems like the rule for me in everything.)

Dave Chase

rust February 17th, 2008 05:38 PM

I have been working on a setting (Pharos IV, a newly colonized water world)
for quite a while, and I am always looking for interesting new ideas to improve
this setting.

While I use a version of the Ringworld RPG system for roleplaying (and will use
the new BRP once it is published), I used GURPS Traveller material to design
the subsector, the system, the planet and the technology, and I will most
probably use Traveller material for the trade system.

So, for me Mongoose Traveller is a kind of most welcome "quarry" of material,
where I hope (well, expect) to find a couple of useful ideas, both in the rule-
books and in the (hopefully many) supplements. While I will most probably ne-
ver play the game "as is", I see it as a good opportunity to enrichen and im-
prove my "homebrew" setting.

Perseus February 17th, 2008 08:18 PM

Mongoose has some nice little accents in it, like the past "issues" table for starships ("ship has disturbing psionic echoes") that I think are really fun to throw in and flavour the game. I've played with too many parties who are so bland and care only about "who they can shoot this round". Things like rivals, chances to cheat, create patrons/enemies etc during the chargen are a great idea and add personality to the game. You need to be a bit eclectic and take the bits you want and leave stuff you don't like. For me, it's all becoming CT+.


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