Garyius2003
SOC-13
First impressions:
1. Since it is at the front of the book, college is exactly what is wrong with Mongoose Traveller in several spots. Good base ideas poorly laid out, with missing graphs, and with the good idea being worse for the player in the end because (I assume) no one playtested the great idea to finish it up.
2. Assuming the new career DM rule also applies to staying in a navy career (ie, no minuses towards staying in), the new paths are a great idea. I wished they had slowed down a little on throwing guys out on the event table, but out of three tries I only had one guy booted on the events table so far.
3. The ships feel like traveller should. The thing I didn't like about real High Guard was that the ships were massively overmanned. These feel right.
4. Who's idea was it to take up valuable pages with overly small, useless deckplans?
5. The mega freighter/liner and better battle wagons. This and GURPS Far Trader is exactly what I see the middle of the Imperium being. Huge ships playing routes carrying massive amounts of cargo and people. In fact, the end of the nearest main mega liner route is only [jump-10 farther than the PCs are likely to be able to go]. This plus the new navy ships make the Imperium and cross Imperium border more real--the PCs see a cruiser or Battleship and escorts every so often, or every time they are in a system with a navy base. However, when they jump into some scrub world and see a full cruron and batron, time to reconsider whether they need to be there, and if the outer gas giant looks like a good bet.
1. Since it is at the front of the book, college is exactly what is wrong with Mongoose Traveller in several spots. Good base ideas poorly laid out, with missing graphs, and with the good idea being worse for the player in the end because (I assume) no one playtested the great idea to finish it up.
2. Assuming the new career DM rule also applies to staying in a navy career (ie, no minuses towards staying in), the new paths are a great idea. I wished they had slowed down a little on throwing guys out on the event table, but out of three tries I only had one guy booted on the events table so far.
3. The ships feel like traveller should. The thing I didn't like about real High Guard was that the ships were massively overmanned. These feel right.
4. Who's idea was it to take up valuable pages with overly small, useless deckplans?
5. The mega freighter/liner and better battle wagons. This and GURPS Far Trader is exactly what I see the middle of the Imperium being. Huge ships playing routes carrying massive amounts of cargo and people. In fact, the end of the nearest main mega liner route is only [jump-10 farther than the PCs are likely to be able to go]. This plus the new navy ships make the Imperium and cross Imperium border more real--the PCs see a cruiser or Battleship and escorts every so often, or every time they are in a system with a navy base. However, when they jump into some scrub world and see a full cruron and batron, time to reconsider whether they need to be there, and if the outer gas giant looks like a good bet.