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Question for the Traveller veterans.

I've only played Traveller Face to Face once. I am now playing my first on line game. I picked up the Mongoose version of Traveller. Here's my question. Do all core rules versions of Traveller have such a pathetic list of equipment? The reason I ask is I have never seen an RPG with such an incomplete equipment listing. Kind of pathetic really. For the price of the book, they could have added at least a semi usefull equipment list. IMHO anyway.
What is your thought on this? Mike
 
The Mongoose book has about 17 pages of equipment (and descriptions) in it. It is better then most previos versions (of the basic-core rulebooks) actually. What additions would have made it a semi useful list IYO? What are some of the glaring ommisions IYO?
 
The Mongoose book has about 17 pages of equipment (and descriptions) in it. It is better then most previos versions (of the basic-core rulebooks) actually. What additions would have made it a semi useful list IYO? What are some of the glaring ommisions IYO?

Honestly, that would be a long, long list. A few things off of the top of my head though, food, clothing (other than armor), medical supplies below TL8. Maybe just a medical bag per TL. What if you are on a planet with TL 7 or less tech? You know IV's and scalpels and such.
I know that would be a long list, but just Field rations per TL. Example TL7 MRE's so many Cr. TL 8 ration bars so many CR's. TL 15 Ration pills or whatever, so CR's. TL 3 pemmican so many CR's. Or does no one eat, buy cloths to fit in on a specific planet.
Now, I'm not expecting a huge list explaining what all the thing are for current and previous tech levels, there are dictionaries out there. Just a list with prices to make the players and GM's job easier you know. Then again, if all the equipment was on one or two pages in table form with descriptions after, it would have been a better set up too though. At least I think so. Maybe other people prefer the lay out they have it in.
 
MGT's list is actually pretty decent; MT's was nice and large, TNE's was not too short...

But Mongoose also knew they were going to have a hit (It could smell like old sewage and it would still have sold the core...), and be able to pop off at least a couple supplements. THat said, the equipment lists in MGT are not as complete as they might have been , since no pressure to not leave stuff for the supplements was present.

For Comparison: MegaTraveller hs 17 pages of equipment plus 7 pages of combat equipment in the Encyclopedia, and another 6 pages of weapons tables in the Player's Manual. Total 30 pages of equipment data.

CT TTB: 8 pages of combat equipment (including tables) and 4 pages of equipment.
 
This is probably another way in which MGT is emulating CT's 'broad brushstrokes' approach.
In CT, long lists of 'routine' possessions weren't included because they didn't have a significant effect on the game - armour was important, civilian clothing wasn't - it didn't affect any outcomes, so it was just left as 'chrome' for the Referee and players to add or not as they liked. Similarly, a medic was assumed to have a medical kit - it didn't matter what it contained because those details didn't affect anything. If he lost his bag he might drop a point or two from his effective skill, but micromanagement of scalpel blades and pill doses wasn't what the game was about.
I haven't read MGT yet, but CT has costs for food both on a daily basis and long term subsistence. However, again, its precise nature wasn't deemed to be important. 'Dehydrated emergency rations' covered it - exactly what those rations contained made no difference to any outcomes, so it was for the Referee and players to describe if they wanted to.
Classic Traveller was designed to be a framework, and MGT has chosen to emulate that style. Much of the detail, the 'chrome', is left for the Referee and players to negotiate, figuring that this is less of a burden than having to specify and track hundreds of individual possessions.
 
MegaTraveller had The Imperial Encyclopedia as one of it's three core books which contains page after page of equipment.

T4 has the Central Supply Catalogue for equipment and Emperor's Arsenal for weapons.

The latter 2 are the ones I use all the time.

Back in the mists of time FASA produced the FCI Consumer guide which had more equipment than you could wave a stick at.
 
Honestly, that would be a long, long list. A few things off of the top of my head though, food, clothing (other than armor), medical supplies below TL8. Maybe just a medical bag per TL. What if you are on a planet with TL 7 or less tech? You know IV's and scalpels and such.
I know that would be a long list, but just Field rations per TL. Example TL7 MRE's so many Cr. TL 8 ration bars so many CR's. TL 15 Ration pills or whatever, so CR's. TL 3 pemmican so many CR's. Or does no one eat, buy cloths to fit in on a specific planet.
Now, I'm not expecting a huge list explaining what all the thing are for current and previous tech levels, there are dictionaries out there. Just a list with prices to make the players and GM's job easier you know. Then again, if all the equipment was on one or two pages in table form with descriptions after, it would have been a better set up too though. At least I think so. Maybe other people prefer the lay out they have it in.


Ah, I have awesome TL7 equipment lists for you:
here
and here
and here too
 
I tend to agree. IMTU I created quite a few weapons, armor, etc., I wound up creating a lot of routine (though exotic) items some for 'chrome', but mostly on demand from players.
They really wanted items other than the basics the books held.

Some of my players were in the medical field & could get picky about items.

This is probably another way in which MGT is emulating CT's 'broad brushstrokes' approach.
In CT, long lists of 'routine' possessions weren't included because they didn't have a significant effect on the game - armour was important, civilian clothing wasn't - it didn't affect any outcomes, so it was just left as 'chrome' for the Referee and players to add or not as they liked. Similarly, a medic was assumed to have a medical kit - it didn't matter what it contained because those details didn't affect anything. If he lost his bag he might drop a point or two from his effective skill, but micromanagement of scalpel blades and pill doses wasn't what the game was about.
I haven't read MGT yet, but CT has costs for food both on a daily basis and long term subsistence. However, again, its precise nature wasn't deemed to be important. 'Dehydrated emergency rations' covered it - exactly what those rations contained made no difference to any outcomes, so it was for the Referee and players to describe if they wanted to.
Classic Traveller was designed to be a framework, and MGT has chosen to emulate that style. Much of the detail, the 'chrome', is left for the Referee and players to negotiate, figuring that this is less of a burden than having to specify and track hundreds of individual possessions.
 
Look, we're not playing Accountants and Abacuses. Sci Fi and Modern games can get really tied down in longs lists of gear and bean counting about gear.

In my experience, what the average player needs to know is his signature equipment, his combat equipment, and whatever he forgot last time.

Remember The Infantry Rule on What You Need:
Remember that everything you think you need you have to carry on your back. Train, Toughen, Adapt, and Need Less Crap. What you Need is Ammo, Rations and Toilet Paper. And you can live without the Rations and Toilet Paper.
 
In a medieval fantasy game the nickle-and-dime approach to your gear is very important. You tend to carry everything on your back or your horse or your pack-mule; so what you have can determine success or failure.

In a modern or future game equipment is generally easy to obtain and easy to get.

Think of all the things you have in your house. All the tools, books, etc. Sure, you spent time getting those, and you may find that you need something on a certain day "where the hell is my 3/8th's wrench... dammit, I'll need to go get another one..." or "crap, outta duct tape..."

You folks familiar with the Hero system (I haven't played since the late 80s) they had a "pool" system. You had points and could invent on teh fly whatever you needed. Your restriction was the pool or an activation # so 'see' if you whave what you need. The higher your points/cost the better your chance.

Treating the ship's locker in this manner seems to make sense. It's a certain size, it can have all sorts of odd tid-bits collected over time (like the junk drawer in your kitchen and your storage closet). Having a "chance" roll on 3d6 based on the money invested into it seems to be a good thing.

This is good if you break items into common, uncommon, and rare (10+, 15+, 18+) and a 3d6 roll. The amount of money put into it can be a +dm to the 3d6 roll based on value (say +1 per Cr10,000).
 
That pool was for superpowers, not for general equipment. In fact, mudane equipment was so far below the pool value that the minimum was more than you could control; further, it didn't buy items, merely the effects. (The items themselves were special effects, and the pool only allowed stuff that worked for the character with the pool.)

Mundane equipment in Hero was and still is purchased with cash and tracked in the traditional "list-o-stuff" mode.
 
That pool was for superpowers, not for general equipment. In fact, mudane equipment was so far below the pool value that the minimum was more than you could control; further, it didn't buy items, merely the effects. (The items themselves were special effects, and the pool only allowed stuff that worked for the character with the pool.)

Mundane equipment in Hero was and still is purchased with cash and tracked in the traditional "list-o-stuff" mode.

Thanks -- like I said, it wsa in the 80s when I played last....

But, I think the Ship's Locker "have it roll" may not be a bad idea...

"Damn, I need a procto-spanner. Don't we have one?" Make the ship's locker roll.....
 
I've used a system like that for years. I'm sure I've described it here before - somewhere...

I might have read it here - somewhere... ;)

Or some similar or made it up myself. It's not a bad idea but can be abused, have a counter-penalty handy to make it something less than a "bag of infinite holding whatever I need for free" :)

One suggestion, allow the item (based on a roll for items over a certain value/rarity/TL/size/etc or whatever) and then zing the group for the "value" later (a breakdown, a fine, whatever), letting them know it's the price of "having" said item when they needed it. It should reduce the number of trips to the "magic locker of plenty" and make them think more about what they should be getting when they're in port. So make the value high, several times the actual price at least.
 
Most stuff you are going to need will be in the Ship's locker, so if you want to detail anything then detail that.

That's nice, but my character isn't in a ship. He's land locked currently with a "list of what was issued and what you brought". Just from playing other games that tells me to list my stuff, just in case.

Remember The Infantry Rule on What You Need:
Remember that everything you think you need you have to carry on your back. Train, Toughen, Adapt, and Need Less Crap. What you Need is Ammo, Rations and Toilet Paper. And you can live without the Rations and Toilet Paper.

Glad I was a Combat Engineer, we always had rations and toilet paper. You may be able to live with out them, but I don't call that living.
 
We had a fast rule one credit is equal to 1/2 dollar or euro. So if you know the price in real life you can then extrapolate the price in credits. So say my character wants a gimp suit so i know my last gimp suit cost me 300 dollars:file_19: so a gimp suit of similar quality in traveller would be 600 credits.:rolleyes:

A lot of things can be covered by kits. Electronics mechanical kits etc. Also make a list of what a person should have clothes etc.
 
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You have to remember the unofficial logo of Traveller is "Shotguns in Space" therefore much of the tech dates from the 1970s notions of SF. If you are looking for a comprehensive equipment list, I agree that MT is the way to go. Basically it took everything from CT and put in there. There are others but if you are looking for ultra sophisticated future tech then you might want to check out some of the GURPS stuff and adapt them to Traveller. What I like about Mongoose is that it does have some of the current SF stuff but also retains some of the 1970s stuff. Hopefully, they will be putting all the equipment stuff into a sourcebook one day that does not only include guns and solicit fan input...so that we do not get treatices on disintegrator wands.

Also it comes down to the art...if they opt for a traditional look then we are left with the Morrow Project but if they get a really cool artist...even some of the things we take for granted like Hand Computer could get new life.
 
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