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Compatibility with MGT?

poi

SOC-5
I've seen both versions in playtest, and I don't see how this can be achieved.

While the systems are superficially similar, as soon as you get into the detail, it is apparent they are diverging at an ever increasing rate.

As this was one of the big ideas when MGT was announced, what is going wrong? Are the design teams talking about where they are taking their respective versions?
 
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Are the design teams talking about where they are taking their respective versions?

I think the differences have to do with time constraints and business constraints. I think that both of those realities affect communication.
 
I'm not new to Traveller (1981) but only recently came across the MGT/T5 effort.

I looking at what documents are available for T5, as well as the Open Playtest for MGT, there is a HUGE difference in the basic combat mechanic.

MGT uses the classed 2d, need 8+, with -DMs bad and + DMs good.
T5 (in some cases) uses up to like 4d... but -DMs are GOOD and +DMs area bad.

So, one is the traditional "Roll High to Succeed" and the other is a more GURPS/HERO method of "Roll Low to Succeed"

That right there really hoses the "compatibility" between the two.

As Mark put it in the "T5 info" document...
Mongoose
Meanwhile, Mongoose’s extensive distribution network and greater resources will enable them to produce Traveller… more adventures, more sourcebooks, more details for the OTU.

What’s The Distinction?
T5 is an ultimate set of rules than many players will not need or want. For those that do, it is a natural step up. Traveller is what most players and referees will buy in the stores, and use to play out adventuring and battles.

RDME
The focus of the efforts to produce Traveller 5 has been a concept we call RDME – Rich Decision Making Environment. In all aspects of the game, the design team has repeatedly evaluated concepts (and discarded some) against this standard: Do these rules provide the Referee and the Players with the opportunity to make many different decisions, the consequences of which are many and varied.

My interpretation? A majority of people are going to buy MGT and only a few are going to want to purchase T5 (NOTE: I have pre-ordered the T5 CD-ROM, but ain't very sure about the books).
 
I've seen both versions in playtest, and I don't see how this can be achieved.

While the systems are superficially similar, as soon as you get into the detail, it is apparent they are diverging at an ever increasing rate.

As this was one of the big ideas when MGT was announced, what is going wrong? Are the design teams talking about where they are taking their respective versions?

Marc has likely finished his work on T5.

MoTrav is still being developed, and unlike T5, has an open playtest which is actually responding to player inputs.
 
The flier that came back after pre-order says the CD-ROM is

"...the initial material for Traveller5, and is subject to change before publication in print form (including changes, fies, and other details)..."
 
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