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Dazed

Ok. After giving a quick look at Mongoose Traveller, CT and keeping in mind that until now I've only played to GT... which is the damned difference between CT and MGT rules? I mean, at the moment I've decided to change rules but really I don't know which way I should take! Could you help me?

Thanks, by heart.
 
Big differences:
  1. Skill levels and what they mean.
    • MGT skill levels are a consistent +1DM per level, with level 1 being employable.
    • CT skill levels are not consistent in die-roll value; many skills have specific subsystems for their use. Level 1 is employable
  2. Character generation differences
    • MGT:
      3 subcareers per career, 1 career per page, 10 careers
      Renlistment and Promotion rolls combined
      Enlisted Ranks specified
      Wounded on failed survival default, and rules to cover resulting injuries; dead optional
      Multiple careers allowed
    • CT:
      6 careers in Bk1, 12 more in sup 4; 6 per page
      separate renlistment and promotion rolls; reenlistment fixed number, not based upon terms served
      No enlisted ranks nor promotions specified in basic (Bk1/Sup4) character generation
      dead on failed survival default; no rules for injuries but the optional rule allows being injured out
      Only one career.
  3. Ship Design Bk2 vs MGT CR (ignoring both Bk5 and MGTHG)
    • Computers: CT take tonnage, MGT don't
    • Ship design size: MGT max 2000Td, CT 5000Td
    • Power Plant Fuel: MGT: tons=PPCost per month*, CT Tons=Rating*10
    • Bridge Minimum MGT=10Td CT=20Td
    • Sensors: MGT has them and they take tonnage, CT doesnt, subsuming them in the bridge
    • Fuel Purification: MGT has it, CT Bk2 doesn't
    • Weapons:
      CT: Lasers, Missiles, Sandcasters; turrets only
      MGT: Lasers, Missiles, Sandcasters, Fusion, Particle Beam, Nuclear Missiles; Turrets and 50Td bays.
    • Crew:
      CT: two fixed formulae sets by size
      MGT: 3 formulae sets, two of which are suggestions not hard-rules
    • Armor: MGT has it, CT doesn't
    • Damage to systems:
      CT: reduce drive letter by 1 per hit
      MGT: 1 hit damages system, 2nd hit ko's system, 3d destroys system.
    • Drives:
      • Maneuver Drive
        MGT: Standard Gravitic Drives, option for Chemical drives.
        CT:Standard drives only, and not defined as to nature of drive
      • Power Plant:
        MGT: Fusion standard; Fission and Antimatter optional
        CT: Fusion only
      • Jump Drives:
        MGT: Jump standard, hyperspace portal optional
        CT: Jump only
  4. Trade and Commerce: MGT has a different system entirely for generating both lots available for shipment, and lots available for purchase than CT. General amounts are comparable.
  5. Worlds and World Gen: MGT adds optional redaction mechanics for fewer outré results. MGT adds a totally new pair of columns to LL effects table; 1 which restricts access to high technology by LL, and 1 which restricts offworlder landings.
  6. Cybernetics: MGT has them, CT doesn't.
  7. Personal computing devices: MGT more realistic; CT shows its time of origin.
  8. Personal Combat:
    CT: initial stat damaged randomized. Combat table driven
    MGT: Initial Stat Damaged always End. Combat more formulaic; tables all expressions of underlying patterns
  9. Pricing of travel
    • CT:
      per jump pricing; pricepoints higher than J1 in MGT
    • pricing varies Per parsec jumped pricing, not quite linear
 
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So, Could I use the CT stuff with the MGT rules? If I'd play in a "standard" TU without the options MGT gives in addition, MGT seems easier to approach than CT...

Thank you very very very much Aramis!!
 
Having played and refereed both versions, you can't really go wrong either way.

CT has a wealth of additional material available but you're unlikely to see any new material forthcoming.
MGT on the other hand is a 'current' product, in that it's currently being produced and supported by a number of publishers.
That said, the rulesets aren't that far apart that you can't easily interchange between them.

In my opinion, I'd play MGT but get hold of the CT material too. FFE do a CD with lots of CT stuff on. I haven't got around to purchasing that yet, so i can't comment on its usefulness.

Hope this helps

Chris
 
I am currantly using the MGT rules but have all the CT Cd's which I recommend that everyone gets (IMHO) whether they are playing the MGT rules or any other.
 
So, Could I use the CT stuff with the MGT rules?

I think to a large degree yes. Using aramis' notes as a guideline for converting certain elements, and being aware that most if not all of the CT Adventures need some work filling in details anyway (they are more Adventure outlines).
 
So, Could I use the CT stuff with the MGT rules? If I'd play in a "standard" TU without the options MGT gives in addition, MGT seems easier to approach than CT...

MGT is mechanically easier, but that's primarily due to one consistent skill mechanic, rather than the hodgepodge of skill-specific subsystems in CT.

Overall, more total skills in MGT, but similar ending skill levels for any given skill. (a character has more skill levels total; but any given skill at 4+ is still impressive in either.)

So it's seldom an issue to use CT materials, except where the CT adventure gives specific mechanics for resolving something.

Thank you very very very much Aramis!!
You're welcome.
 
Getting the CT CD is a good idea, if only to see what MGT got wrong :devil:

CT, MT, T4 & MGT stuff are interchangable with not much work.
 
The CT CD is an excellent resource for MGT. Weapons need some tweaking. MGT adds damage for the result on the "to hit" roll, so you have to reduce the damage roll range for CT weapons. Just look at the stats for the weapons in both for a guideline. Ships might need changes depending on your campaign, most other stuff is usable as-is or with on-the-fly changes.

T4 uses roll-low-is-good compared to roll-high-is-good, and it uses variable numbers of dice for some things, but not in a way that's goiing to affect what you bring into MGT for most things (skill checks.) MGT appears to be introducing a "lite" version of the variable number of dice mechanic for "heroic" skills in Judge Dredd.

I love both the CT and MGT systems. I enjoy reading the CT stuff more, since I like rules to cut to the chase, and CT has a clean sparse writing style to the rules. But I'm presently running MGT, with lots of CT underpinnings.

The MGT main book has a lot in it, you don't need much more in the way of rules for an excellent campaign (heck, you've already got the GT stuff for non-numbers based material.) I'd recommend downloading the free MGT Mercenary and High Guard SRDs to get the new skills from those books, too, when starting out. You can also get free stuff from Signs and Portents downloads. For a few bucks, you can get some great careers to flesh out the main book from the Spica Publishing careers book.
 
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