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Old November 8th, 2007, 10:38 AM
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Default Mongoose Traveller Open Playtest

Over on the Mongoose Forum, there is an invitation to the Open Playtest of the new Mongoose Traveller.
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Old November 8th, 2007, 01:15 PM
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The 64 page playtest document is also available to download here:

http://www.mongoosepublishing.com/ho...ries=Traveller

(as well as info on the release date, etc.)
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Old November 8th, 2007, 02:20 PM
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I've given them my comments, in the Mongoose forum.
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Old November 8th, 2007, 02:33 PM
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On the whole it looks pretty good. Some mistakes, some changes need made, but on the whole, pretty good.
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Old November 8th, 2007, 03:55 PM
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I'm on board too. Good comments over there so far.

Allen
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Old November 8th, 2007, 06:33 PM
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I'm going to sound terribly negative but here are some of my first thoughts.

Chargen Seems to produce less skills than even CT. Okay so Skill-0 is emphasised more than before but all basic training being Skill-0? The life events and survival mishaps are nice though by no means original. My main criticism is the lack of variety, 12 events per career. I'd prefer 36.

Task ResolutionWoot thought I. This appears to be using a variant of Ken Bearden's Universal Game Mechanic, a genuine 2D system. Then I spotted the effect and time dice (I'm sure Ken suggested this in an early version of UGM or was it in a T5 document?). After the initiative dice debacle I thought I'd seen the last of fancy dice tricks but nope. Usable still. I'll probably throw a single dice because I'm not messing around with making sure everyone has different coloured dice.

Combat Good Grief. Ok, so on average a combat in my gaming group will see between 3 and 7 players (most likely 4) and up to 10 opponents. Ignoring wanting us to use dice to track initiative for the moment, 17 individuals with varying initiative tracks is a lot of paperwork, not to mention giving me a headache. Armour appears to absorb damage, range chart seems fine, the "ticks" for actions is standard enough, movement is a little limited (6m. max in 2-3 secs??)

These are just my initial issues. We've got a quick online game organised in an hour to find out how badly the combat sucks.
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Old November 8th, 2007, 11:40 PM
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I ran a fight tonight...three Pcs against about 12 Chamax hunters..I just had all the adversaries go on the same initiative. Not terribly realistic but it worked ok.

Allen
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Old November 9th, 2007, 12:42 AM
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Quote:
Originally Posted by Allensh View Post
I ran a fight tonight...three Pcs against about 12 Chamax hunters..I just had all the adversaries go on the same initiative. Not terribly realistic but it worked ok.

Allen
I think it's quite reasonable to group adversaries into one or two initiative blocks; that solves Border's 10 opponents above. As for keeping track of player's initiative: let them do it themselves, out in the open with their own dice.
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Old November 9th, 2007, 12:56 AM
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Quote:
Originally Posted by robject View Post
I think it's quite reasonable to group adversaries into one or two initiative blocks; that solves Border's 10 opponents above. As for keeping track of player's initiative: let them do it themselves, out in the open with their own dice.
Yep...that's what we did.

It took about two combat rounds for the players to get the hang of it and then it flowed well.

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Old November 9th, 2007, 06:05 AM
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Ran a quick bar room brawl/firefight over skype last night. It worked ok, used ticks on a sheet to keep track of the 8 adversaries' initiative "ticks". I think I'll prefer to use a single initiative track for every four NPC's.

Chargen still bothers me. The skill paradigm has been tuned downwards, so skill-2 is professional level and in doing so the allocation of skill in chargen is positively miserly, less than even CT Book 3 characters. So I would suggest basic training will give 2 skills at skill-1 and the rest at skill-0.

Jack-of-all-trades skill finally works with a level cap of 3.

I will admit to preferring MT but I'm beginning to get used to this RTT stuff.
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