While I have most of the T4 books, I never really got into it that much, mostly because I didn't have a group for it. My group broke up about the time TNE was released, so MT was the only Traveller I actually played (and even that was mostly throwback from the group's CT days before I joined it).
My all time favorite book is FFS1. Very well presented, and let you make just about anything. The basic task-system of TNE was that each level of difficulty was twice as hard as the preceding one. I thought it was a good mechanic, and works very well with combat; it's totally obvious that shooting at something that's twice as far away as something else is going to be twice as hard to hit, so it's one difficulty level higher. Same for something traveling twice as fast as something else. Made it real easy to imagine how all my guns and ships and tanks and jets might work in the real world. It felt REAL, like nothing else had before or since.
FFS2 needed DESPERATELY to look more like its predecessor. All those tables in the back made it impossible to tell what some of them were for, and took a long time to find them. I much prefered having the charts next to the text that explained what they meant. No extra page-flipping. And why couldn't they put in some blank space now and then, and keep things looking somewhat organized? Or a diagram or two? Or maybe explain some of the tech?
I find it very hard to read through FFS2, and it's possible only because I was so familiar with FFS1, but it's no joy, and I set 2 aside after a few minutes of banging my head and squinting, and pull out FFS1 and find what I want in about 10 seconds.
I didn't pay much attention to the T4 task system, or make any characters. (Never made characters in TNE either, but I did study tasks, since I wanted the group to use the game, a few weeks before we broke up.) I read through the background stuff, though, and you know what?
T4 millieu is the same as TNE millieu without the virus stuff. Think about it. Both eras have you building a fallen empire on the ashes of an old one. There's lawlessness and chaos everywhere. It was the same setting, with a few names and dates changed. (And no virus.)
Having played some GURPS (not G:T) with my new group, I really like the character creation concept: here's a number of points, make anything you want, and FRAG the dice. They give you a lot of info on how some one would behave with certain abilities and disadvantages too. Makes it a little easier to act out something, and to have something to act out. I also like that the tasks are always 3 dice, rolled under your Skill+DMs.
Sure, you can add in all kinds of detail, and it can get REALLY bogged down if you add enough of it, but what doesn't?
I came across a game that dispenses with a lot of the excessive detail, and allows you to build a whole character in about 2 minutes (once you're familiar with the system). Only need part of a sheet of paper for it, and tasks are real simple too. No need to roll for every stupid little thing. I LIKE reducing the amount of crap in a game. It's about GAMING, not CRAP. With a little work, it could be the next GURPS.
Linkage: http://www.auroragames.com/
If I ever DO get a group that wants to play Traveller, I've got no problem with giving T4 a try; I'd like to put all that money I spent to some use!
My all time favorite book is FFS1. Very well presented, and let you make just about anything. The basic task-system of TNE was that each level of difficulty was twice as hard as the preceding one. I thought it was a good mechanic, and works very well with combat; it's totally obvious that shooting at something that's twice as far away as something else is going to be twice as hard to hit, so it's one difficulty level higher. Same for something traveling twice as fast as something else. Made it real easy to imagine how all my guns and ships and tanks and jets might work in the real world. It felt REAL, like nothing else had before or since.
FFS2 needed DESPERATELY to look more like its predecessor. All those tables in the back made it impossible to tell what some of them were for, and took a long time to find them. I much prefered having the charts next to the text that explained what they meant. No extra page-flipping. And why couldn't they put in some blank space now and then, and keep things looking somewhat organized? Or a diagram or two? Or maybe explain some of the tech?
I find it very hard to read through FFS2, and it's possible only because I was so familiar with FFS1, but it's no joy, and I set 2 aside after a few minutes of banging my head and squinting, and pull out FFS1 and find what I want in about 10 seconds.
I didn't pay much attention to the T4 task system, or make any characters. (Never made characters in TNE either, but I did study tasks, since I wanted the group to use the game, a few weeks before we broke up.) I read through the background stuff, though, and you know what?
T4 millieu is the same as TNE millieu without the virus stuff. Think about it. Both eras have you building a fallen empire on the ashes of an old one. There's lawlessness and chaos everywhere. It was the same setting, with a few names and dates changed. (And no virus.)
Having played some GURPS (not G:T) with my new group, I really like the character creation concept: here's a number of points, make anything you want, and FRAG the dice. They give you a lot of info on how some one would behave with certain abilities and disadvantages too. Makes it a little easier to act out something, and to have something to act out. I also like that the tasks are always 3 dice, rolled under your Skill+DMs.
Sure, you can add in all kinds of detail, and it can get REALLY bogged down if you add enough of it, but what doesn't?
I came across a game that dispenses with a lot of the excessive detail, and allows you to build a whole character in about 2 minutes (once you're familiar with the system). Only need part of a sheet of paper for it, and tasks are real simple too. No need to roll for every stupid little thing. I LIKE reducing the amount of crap in a game. It's about GAMING, not CRAP. With a little work, it could be the next GURPS.
Linkage: http://www.auroragames.com/
If I ever DO get a group that wants to play Traveller, I've got no problem with giving T4 a try; I'd like to put all that money I spent to some use!