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  #11  
Old February 15th, 2008, 04:20 PM
Able Baker Able Baker is offline
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Mmm. They are releasing High Guard, IIRC.

I wonder which direction that will go. That´s been done so well and from different angles in previous incarnations, I don´t see where they can add anything.

But I fear they WANT to add stuff.

Admirals making timing/effect rolls?

Who knows.
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  #12  
Old February 15th, 2008, 06:07 PM
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Quote:
Originally Posted by Able Baker View Post
Mmm. They are releasing High Guard, IIRC.

I wonder which direction that will go. That´s been done so well and from different angles in previous incarnations, I don´t see where they can add anything.

But I fear they WANT to add stuff.

Admirals making timing/effect rolls?

Who knows.
I appreciate the effort made to keep compatibility with T5 (and both keeping some compatibility with CT). But, what will MHG do? Is T5's "HG" written yet? Are they taking advice from things like T20?

But, of course they'll add stuff. They're used to Starship Troopers, Babylon 5, and d20-like things. They'll bend toward familiarity -- which is probably okay, but it will greatly bother some people.

Where are they going to craft a combat system from? HG? B5? Other?
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  #13  
Old February 15th, 2008, 07:16 PM
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Quote:
Originally Posted by robject View Post
I appreciate the effort made to keep compatibility with T5 (and both keeping some compatibility with CT). But, what will MHG do? Is T5's "HG" written yet? Are they taking advice from things like T20?

But, of course they'll add stuff. They're used to Starship Troopers, Babylon 5, and d20-like things. They'll bend toward familiarity -- which is probably okay, but it will greatly bother some people.

Where are they going to craft a combat system from? HG? B5? Other?
You have raised the one possibility that might make MGT a useful line, if not the ultimate version of Traveller that I'd hoped for.

To the degree that they can produce quality adventures and supplements, a crappy core system may not hurt them overmuch. I buy most GURPS supplements because they tend to be excellent, despite the fact that I hate GURPS. If these adventures and supplements are "interoperable" with CT and MT (or even better, contain alternate stats for each game...nah too much to hope for), then the result could be very good for old time CT players like me. (Though it will do little to help introduce a new generation of roleplayers to Traveller).
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  #14  
Old February 16th, 2008, 04:55 AM
Able Baker Able Baker is offline
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I concur.
Even T4 brought us wonderful supplements!

Nearly every one is just incredible. Except the basic book.

So as much as I´m sceptical of the system, I enjoy every time new quality supplements are released.

But if they only do stuff that´s already been done, just with T/E, then I´m concerned.

Right now, we get "New" Spinward Marches, "New" CT, "New" HG and "New" Mercenaries. Right now, it looks as the "New" would be the same as in "New Coke".

Give us Modules, boxed sets, the promised 1001 patrons etc!
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  #15  
Old February 16th, 2008, 01:04 PM
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Quote:
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I concur.
Even T4 brought us wonderful supplements!

Nearly every one is just incredible. Except the basic book.
(Looks over at stack of T4 books. Looks back at Able Baker. Scratches head. Meekly says...)

Um, which T4 supplements were wonderful again?
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  #16  
Old February 16th, 2008, 03:13 PM
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I count one, S4... Psionics. Best psionics rules of any edition, IMO.

I wonder if T5 psionics are similar...
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  #17  
Old February 16th, 2008, 04:56 PM
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Pocket Empires!

Milieu O!

Psionic Institutes!

Emperor´s Arsenal!

Central Supply Catalog!
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  #18  
Old February 16th, 2008, 07:00 PM
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Quote:
Originally Posted by Supplement Four View Post
(Looks over at stack of T4 books. Looks back at Able Baker. Scratches head. Meekly says...)

Um, which T4 supplements were wonderful again?
I thought the Emperor's Arsenal was pretty good, especially for low tech stuff. Its high tech weaponry was interesting, but the designer did not appear to take typical contemporary tech armor into account.

And I still think that the T4 combat system is a fine combat system. (Yes, I've made my peace with the fact that the system requires the referee to disclose the armor value of the target).

Liked the Central Supply Catalog as well.
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  #19  
Old February 16th, 2008, 07:17 PM
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T4 is worthy because of Pocket Empires.
( I hate fist-fulls of dice though )

Economic rules are good enough, I suppose
But the rules for politics and diplomacy bewteen worlds is woth the entire book.

Oh, if only there were a program to run PE with basic AI's for world governemtns ( maximize materials or territoy or armaments or a balance of the 3 for example ) and give it some worlds and let it run to generate a sector complete with 'history'.
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  #20  
Old February 17th, 2008, 11:04 PM
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I have every Gurps supplement except 3? I love them as supplements, but never wish to use their rules system. They are my core source of information. I just don't use any rules within their pages. Hopefully MGT will have some nice supplements. I like how a few are already coming out, not one per year like some game companies.

Ignorable note: I have two Gurps Aliens 2, would like to trade one for Gurps Nobles, the only supplement I don't have that I want.
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