What Rules Do We Use to Design Ships?
1. High Guard or a variant
2. Book 2 (probably houseruled)
3. Mongoose Traveller 1e Basic
On this forum, High Guard is a clear winner by far. The runners-up are both essentially what I would call extensions of Book 2. I think Mongoose 1e hit a chord with players in the amount of options they wanted with a more or less Book 2 like experience.
Note that players of GURPS: Traveller probably post on the Steve Jackson forums, so results are skewed, I know.
The perceived main benefits of High Guard are (1) the scope and support for different TLs in Charted Space, and (2) the relatively straightforward and compact equations used for drive calculations.
Do We Use Trade Rules?
Yes. I've posted a new poll to pinpoint which trade rules are most currently used.
Do We Use Space Combat Rules?
Nope.
1. High Guard or a variant
2. Book 2 (probably houseruled)
3. Mongoose Traveller 1e Basic
On this forum, High Guard is a clear winner by far. The runners-up are both essentially what I would call extensions of Book 2. I think Mongoose 1e hit a chord with players in the amount of options they wanted with a more or less Book 2 like experience.
Note that players of GURPS: Traveller probably post on the Steve Jackson forums, so results are skewed, I know.
The perceived main benefits of High Guard are (1) the scope and support for different TLs in Charted Space, and (2) the relatively straightforward and compact equations used for drive calculations.
Do We Use Trade Rules?
Yes. I've posted a new poll to pinpoint which trade rules are most currently used.
Do We Use Space Combat Rules?
Nope.