• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Traveller Version Comparison

(borrowed)

T5 -
  • CGen: 4+ skills per term, typical bonuses for events
  • Skills: similar to MGT, more or less
  • Tasks: nd6 roll low standardized task system.
  • Combat: as MGT, but range bands instead of a grid
  • Ship Design: Derived from Book 2 and MT. 2.5 axis (Volume, Price, power related to drives)
  • Ship Combat: same as Personal Combat
  • Tech Levels: 1-28
 
Since it's $.02 time ...

CT: Everything is based on 2d6. The system is wide open for GM interpretation. Skills are key, but they work largely however the GM wants them to according to the situation. The game is relatively simple and straightforward, calls for a fair degree of GM interpretation and adaptation, and plays quickly if the GM is light on his feet. An inexperienced GM can rapidly founder. Combat is simple but tends to fall apart at the extremes (heavy weapons or armor). Has tons of excellent support material, if you can find it.

MT: Smooths out many of the wrinkles of CT but adds complexity -- and wrinkles -- of its own. Still based on 2d6. There's a lot more structure to skills and combat, which helps the new GM but also means everyone needs to learn more in order to play. Personal combat makes more sense but is still rather unsatisfying in play. Best character generation rules of all versions, IMO (and they mesh perfectly with the CT rules, too). If you're not comfortable "winging it" but you still want that classic game ambience, this is a good choice.

2300: A complete departure from what came before. Everything's based on a d10 instead of 2d6. Everything basically works, too, including personal combat, which is another departure from previous rules. Much grittier and "hard" than before. The science is less hand-wavy and more interesting because of it, IMO. The universe is considerably smaller. Even though 2300 is more fundamentally sound in terms of game design, in most ways, it doesn't feel like Traveller (because in most ways, it's not).

Marc Miller's Traveller: A big disappointment to me; YMMV. The rules for event resolution put too much emphasis on basic stats and not enough on skills, so for me, they just don't work. Uses a varying number of d6s depending on stats, including half-dice. I know a lot of people who own this (some of the reference books are excellent) but not a single person who's actually played more than one session.

T20: If you know the d20 system, you pretty much know this game. If you like the d20 system, you may like this a lot. But like 2300, it doesn't really feel like Traveller, or not to me, anyway.

Gurps Traveller: Based on 3d6 instead of 2d6. Has all the strengths and weaknesses of Gurps. Character generation takes a long time but is rather fascinating and allows just about any sort of character imaginable. Actual play can be exasperating, however, especially when combat rolls around, because the game allows too much detail. Lots of scaling problems (again, IMO) in that the game tries to encompass too many things on one scale.

Mongoose Traveller: A return to a classic Traveller feel with a 21st-century emphasis on the 'unified mechanic' (good ol' 2d6 again but with standard modifiers despite the situation). If you prefer a one-size-fits-all method for resolving everything rather than CT's seat-of-the-GM's-pants approach, then MgT is a pretty good choice. ("One rule to ring them all" has its strengths as a game design philosophy, but like anything, there are cases where it falls apart. You just need to know what those cases are. That's true with any set of open-ended RPG rules.) MgT has a fair number of inconsistencies and omissions, as do every edition of Traveller, but the company supports the game well, it's nearly as simple and accessible as CT, and it's in print, a factor that shouldn't be underestimated. Honestly, if I was just getting into Traveller now and didn't have two bookshelves filled with 35 years of backlogged material, this would be my choice.

Steve
 
CT: . . . Has tons of excellent support material, if you can find it.

No problem, go to the Far Future Enterprises site and check out the CDs.

2300: . . . Even though 2300 is more fundamentally sound in terms of game design, in most ways, it doesn't feel like Traveller (because in most ways, it's not).

Actually in no way is it Traveller, except for its unfortunate title.
 
No problem, go to the Far Future Enterprises site and check out the CDs.



Actually in no way is it Traveller, except for its unfortunate title.

It uses the UTP, which was also used in MT, and was created for CT use by DGP...

The Character Generation Modality reappears in T2K2E, which later gets redeveloped into TNE...

Mechanically, it's more "traveller" than GURPS Traveller or Hero Traveller. It's a bit less than TNE.
 
As has bean said the UTP was developed by DGP (Digest Group Publishers) in an effort to Revise Classic but instead ended up spawning Mega, UTP's showed up in Challenge #29 (way back in '87) in the JTAS section where it went from a "Licensed Variant Rule" to a "Canon Rule", looking back it was more preparing us for the conversion to MegaTraveller by the time GDW made it a Canon rule.
 
It uses the UTP, which was also used in MT, and was created for CT use by DGP...

The Character Generation Modality reappears in T2K2E, which later gets redeveloped into TNE...

Mechanically, it's more "traveller" than GURPS Traveller or Hero Traveller. It's a bit less than TNE.

They all get modifed to the GDW House Rule system by TNE, IIRC, which means that TNE, Twilight, Cadalacks and Dinosors, and Dark Conspiracy are all cross compatable.

I have Twilight beacuse it's basically TNE at TL8. I nearly wrote MTU using TNE, but decided on MT in the end.

Regards,

Ewan
 
A bit more complex IIRC

T2K V2.0 => The first variant of the "House System", uses D10 task resolution

DC 1.0 => Based on T2K V2.0

DC "Referee Screen" => Updates the House System to T2K V2.1 (not used anywhere else)

T2K V2.2 => The final variant of the "House System", uses D20 task resolution

TNE => Based on T2K V2.2

Not sure about Cadillacs, IIRC they use 2.2
 
Availability:

MegaTraveller is availabel as PDF's through DriveThruRPG for less than 60€/80$ for the complete set (Equivalent to MgT Core + Spinward + HighGuard + Fighting ships + Construction rules from Vehicles + System generation from Scouts + Adventures) See here

TNE is available as PDF from the same source for about 70€/100$ for the complete set (As above + Regency Setting + Equivalent to Central Supply Catalog) See here

GT is availabel as PDF through e23, starting around 35€/50$ for the basic set (Equivalent to MgT Core + HighGuard + Traders/Gunboats + Scouts)

If you own one of the cheap laserprinters that have been availabel for the last 2-3 years now this can be an option even if you are not the biggest PDF fan since you can selectively print the needed stuff. Or you can use a Netbook and use the stuff on the screen.


Using GURPS

If you are using GURPS Traveller I highly recommend getting the matching Character Generation program from SJG. They exist for both 3rd and 4th Ed. and make Character building a LOT faster not to mention you can print the results to PDF and store on a USB-stick of SmartPhone. Never loose that sheet again/have a copy of your players sheet
 
Last edited:
Thanks folks, a really helpful intro for someone who's been out of touch since the early days.

Stuart
 
CT and MT available as PDF on CD from MWM for $35 each.

...and both are awesome resources, as Wil has shown (he recently searched the CT CD-ROM for all CT references to Black Globes; the resulting data was fun to sift thru and mull over).
 
...and both are awesome resources, as Wil has shown (he recently searched the CT CD-ROM for all CT references to Black Globes; the resulting data was fun to sift thru and mull over).

Not quite; I loaded both the CT and JTAS roms to my HD, and used the search system to grab hits from both.

Since I also have most of MT on my hard drive, that, as well.

The PDF's are very useful. But there are still some issues that MWM needs to correct (flipped pages, bad scans, some OCR issues), and a few that would be nice to have adjusted (like having single page consistent, then duplicating the 2-page spreads at the end).
 
Since it's $.02 time ...

CT: Everything is based on 2d6. The system is wide open for GM interpretation. Skills are key, but they work largely however the GM wants them to according to the situation. The game is relatively simple and straightforward, calls for a fair degree of GM interpretation and adaptation, and plays quickly if the GM is light on his feet. An inexperienced GM can rapidly founder. Combat is simple but tends to fall apart at the extremes (heavy weapons or armor). Has tons of excellent support material, if you can find it.

(Yes, including the skills and stats for Luke Skywalker and Darth Vader in Citizens of the Imperium, Supplement 4)

Thats a more insightful view of the game, good job
 
Back
Top