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Who Didn't Play It And Doesn't Like It?

robject

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Just to keep things complete, here's the dumping ground for all our Traveller RPG prejudices.
 
Didn't play T4 since I don't like the setting (as in "That part of OTU history")

Didn't play ISW since I don't like the setting (as in "That part of OTU history")

But it's actually "Didn't play it because I didn't like it". Can't critique a system that one does not know.
 
Never played GURPS Traveller. Wouldn't want to.

Never played d20 Traveller. Wouldn't want to.

Never played Hero Traveller. Wouldn't want to.

Never played Mongoose Traveller. Don't want to.

Played TNE Traveller. Hated it. Would rather play Mongoose than TNE.

Played T4 Traveller. Liked it at first, then saw the flaws. It sucks, today.



Played MegaTraveller. Liked it. Good game.

Played Classic Traveller. LOVE IT. Best Traveller rules set there is.
 
I've been trying to find a Bay Area group for any flavor of Traveller, but so far no-go.

I have the GURPs books, but no group to dally with.

Loved CT and MT.

Bought the T4/TNE books, but again, no group.

Didn't play 5th Frontier War, nor Invasion Earth. I didn't like the Action Points in Azhanti High Lightening, but preferred the Action Point system in Snapshot.
 
Never played any version other than Classic Traveller...never wanted to, with the possible exception of briefly considering using the ship design rules from Mega Trav. I have always loved the original rules for their clean and open-ended design.

Played all the boardgames, but I don't use the official universe in my games so they were just wargames to me.

I use Striker for combat, tried FF&S for about 5 minutes and gave up...now I just intuit weapons and armor and use Striker to resolve combat and vehicle design.

Tried AHL and Snapshot, but it slowed things down too much with all the worrying about action points - better to just use Dex and dice rolls for initiative for my style of play.
 
I've not run GTIW, nor will I, since I hate the core GURPS rules, and didn't like GT for G3R.

I've not run HT yet. Wouldn't mind, but it's 3rd choice after t20 (2nd) and MT (1st).

I will never run CT again as a ruleset.

I might run a REALLY houserulled hybrid that includes elements of MGT, T4, and MT, but not with current subset of players.
 
Picked up CT first naturally and began adding houserules almost immediately. Each LBB release either removed the need for some houserules or sparked a need for others.

When MT came out, we immediately ditched CT's various chargens for MT's and immediately began using the task system. After trying many houserules for MT's ship combat system, we returned eventually to CT/LBB:2/Mayday/HG2. I never 'ported most of our CT ship designs to MT either. We loved MT's personal and mass and personal combat systems however.

The TNE system was tried and rejected. My group was slowly drifting apart at that time though, so we may have migrated to it if we'd stayed together. Ship combat was too fiddly for the details and ship building was too involved. As with MT both were tried and both discarded in favor of CT.

T4 was worth plundering, but the half-die and other mechanics meant I never 'ported the T4 system into the one-off sessions I'd occasionally run. Instead I 'ported the T4 setting materials into previous systems.

GT is not "really" Traveller due to a whole host of factors inlcuding no PC-NPC "equality", subtly different skills, ship building, etc. However GT does have the most plunderable supplements of any version. GT changed sysgen, trade, starports, and a whole host of other things in my games.

T20 was not "really" Traveller mainly for chargen, levels, and other issues. Ship combat and building was nearly the same as CT. I've run very few T20 sessions and then only because the people involved know d20 and don't want to or have the time to learn another RPG system.

MgT has an interesting chargen which isn't point build-based but also allows for some customization and "pre-written" personal histories. The trade system, while using broken costs for some things, greatly emphasizes the roleplaying aspects of trade instead simply relying on the roll-playing chore trade too often becomes. There may be other potential goodies in future products like Agents.
 
CT, meh perhaps at a convention.
MT, Ditto.
TNE, nope, won't do it. Looked, read it, won't do it.
T4, no way jose.
GT, yeah, I could do that and run/play that.
ISW, no opinion.
Hero, no.
T20, do not want.
 
I played CT long ago in a galaxy far, far away... wait, now I've conflated two milieux, hehehe :)

I don't care for GURPS chargen. The rest I've only reviewed here. I don't care for multi-die task systems.
 
Started out with CT near the beginning, created an ATU, never adopted the OTU, wouldn't want to - too restrictive having someone else dictate the history and evolution of MY universe - I get too much of that in RL.

Stopped buying the stuff when the ratio of OTU background to useful rules became intolerable. Picked out bits I like from all other rulesets (Trav and non-Trav) lifted from the bargain bins, ignored the rest.

Will probably do the same with MGT and anything else I find. It's still evolving.

My ATU, my rules. :)
 
CT - Played and loved.

MT - Played and loved (Because I didn't know any better)

TNE - Played and loved

T4 - Never got to play, looked like a mixed bag.

GT - Never got to play, don't like GURPS

T20 - Never got to play, hate D20 System

MgT - Preparing to play, looks good so far..
 
Just to keep things complete, here's the dumping ground for all our Traveller RPG prejudices.
LOLOL

Because there's nothing better for some people to do than to complain about things they haven't even looked at. :D

My track record:-

CT: Played, Refereed, loved, still miss.

MegaTraveller: Wrong place, wrong time. Everybody was growing up and moving on with their lives in my old group, getting partners, moving away to find jobs, having kids. Besides, the setting was miserable.

TNE: Didn't get into it at all. The books kind of melted away from the FLGS bookshelves, rather than flew off them. They were still selling off back copies TNE in a local store that was closing a few years ago, never opened. Damned things were just sitting there in a cardboard box next to Harnworld and Time Masters.

GURPS Traveller: I love that they kept the flame alive, but I could never afford the GURPS Basic Set that is the prerequisite. It has always been way above my budget. So I never got the chance to get into GURPS Traveller, even though they defiantly rewrote history such that Virus never happened - and a damned good thing, too, because GURPS Traveller kept the Traveller grognards fighting to keep the game going with the fervour of diehard Trekkers on that basic alone. They weren't just fighting for Traveller - they were fighting for the Third Imperium.

Mongoose Traveller: This one just arrived on the bookshelves by surprise. White Wolf books were just beginning to get too pricey for me, and I was edespairing of finding a RPG that was within my limited budget, when this book came along. And it was like seeing an old flame returning to my life, freshly single after a disastrous marriage and a messy divorce, but still with the sparkle in her eyes I remembered. Played, Refereed, freelanced ... loved.
 
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CT - Too young to see it first time around. First saw it after playing TNE. Seemed to basic. Never played.

MT - Made characters, played a couple of times, didn't get into it.

TNE - Played and loved. Currently playing in this setting with different rules.

T4 - Just looked like a badly edited mess. Didn't like the task system and the missing jump table meant I couldn't even make ships. Emperors arsenal worked on a different system to emperors vehicles and I never did find out what happened if you hit a vehicle. Passed on it and played on with TNE.

GT - Got to play, don't really like GURPS, a little too complex in the wrong parts. But the system works and many of the books were very good.

T20 - Played, again I think it was too complex in the wrong places, mixed with SW Saga and Starship Troopers to simplify skills and True20 to simplify combat. Liked overall.

MgT - Played around with playtest, wasn't impressed.

I've also played (and still do) Using spacemaster combat and a simplified character generation system. (Because the basic Spacemaster chargen puts all the others to shame for complexity).
 
The playtest of a game is not the finished product. It's like judging a film by leaked rushes with no effects or sound added and the frame count still visible along the bottom.
 
That's why it says played around with playtest, not played.
It should also be clear that while I technically played MT it didn't get a full fair whack either.
 
Traveller Times

CT - Owned the original LBB's and added on. This was the ONLY RPG played during Junior and High School!

MT - Got a few pieces of it, but never really played.

TNE - Came out during a dark time of my gaming life (i.e. too many other things). Passed on...never played (though I have experimented with the likes of Striker II and Brilliant Lances).

T4 - Got the core book but the system seemed too broke to me.

GT - Never got into it until ISW...which I use as a sourcebook.

T20 - I have an inherent dislike of d20 systems so this one was looked at but generally ignored.

Hero T- Never tried it.

MgT - Ordered the core book but Barnes & Noble lost it...twice. Maybe that should tell me something....

T5 - Got the CD and played around with it but it still needs LOTS of work.

BOTTOM LINE: NOTHING COMES CLOSE TO CT!
 
Played CT with several GMs. Loved it and still do even though I haven't really played in years. Last GM was working his TU along the "Shattered Imperium" lines too, so when MT came out it seemed great until we trien ship building. So we kept the new/imprived chargen and task systems and spliced them into CT.

Looked into TNE and liked the idea of some sort of "Dark Ages" effect, but did not really like the Virus idea.

Got some of the T4 stuff, but was not playing so I never really tried it to see how it played.

Jeff Hopper gave me the MT core rulebook when I moved away from Knoxville, but I really didn't like a lot of the changes.

Haven't tried any of the other flavors. My guess is there is something in them all that I could plug into my CT/MT blend that I like to use if I ever find someone to play with.
 
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