I like 2D6. It works for me.
The great choice is between a flat ‘curve’ (like D100 or D20 systems) or a ‘bell’ curve (like 2D6 or 3D6 systems).
Had MgT gone with a 3D6 system, the broader bell curve would have allowed finer gradation and more modifiers, but the odds of rolling the ‘tails’ (like 3 or 18) would become almost meaninglessly small.
Had MgT gone with a D100 system, it would require either many very small modifiers (which implies a need for lots of rules and lots of tables) that would slow down play, or it would need large modifiers (like 5% or 10% increments) that renders the fine gradation pointless.
If modifiers are limited to 5% increments, then a d100 system in effect becomes a d20 system. And the "useful range" of a d20 is about 3 times the size as the useful range of a 2d6 system.
For players and referees who want lots of modifiers, this would be a good system IMHO.
As noted before, I have no complaint with 2d6 systems, but they impose severe limitations that many game designers do not perceive. A d20 system would be far more forgiving.
The 2D6 of CT/Mt/MgT allows MgT to be fast playing and to use existing resources as a base to build upon. Any other system would cost MgT one or both of those benefits.
I'm not sold on this purported benefit. The combat system is completely different than any other version of Traveller. MGT characters receive 2-3 times as many skill levels (counting 0 level skills as about equal to 2/3 of a level) as LBB1 CT characters, so characters would require very serious revision going between systems. Skills have been renamed in some cases, merged in others, and eliminated in some cases. And of course, MGT is pretty much incompatible with TNE or T4.
At the end of the day, MGT is a different game system that uses a 2d6 mechanic. There's little real world interoperability IMHO.
Nor am I sold on the notion that it's particularly fast-playing. When I ran through the combat system, it was adequate...but that's about it. It did not strike me as particularly quick playing (but nor was it agonizingly slow).
As an aside, that would pretty much sum up my opinion of MGT. Adequate, overall. It has some inspired parts like parts of the chargen system. But these are easily offset by less inspired parts. To analogize, I think it's like a consistent 7-9 football team. It has a few good players, and isn't Detroit Lions awful. But it isn't a great team either.
Thus, I am bemused by the amount of vitriol flung at its critics. It's like someone aggressively defending the honor of a 7-9 football team.
I can more easily understand the vitriol flung at MGT by some critics. Many of them feel that MGT is not a worthy successor (this is exacerbated by the fact that MGT is likely the last major version of the game). Perhaps this is unfair, but MGT chose to aim itself at the CT market. My own opinion FWIW, is that it is not meaningfully superior to CT (at least CT enhanced by supplements like Striker, AHL or Snapshot). This alone makes me unwilling to switch over. I'd expect a game to be materially superior to its 30 year old ancestor. CT at least has the virtues of (a) familiarity; and (b) a body of house rules that fix most of the glaring problems.
And candidly, I find MGT strikingly inferior to Megatraveller in most respects (other than organization). (I don't play Megatraveller because I don't care for its combat system; yet I think that Megatraveller's combat system is superior to MGT). Again, I expect more from a new game design (perhaps unfairly).
If I were the designer of MGT, I'd either (a) replicate CT and change only those things that clearly need to be changed*; or (b) design a new game system. MGT's designer failed to do either and has produced a mediocre game (IMHO) as a result. Just my US$0.02.
*Of course, you'd then wind up with Megatraveller, which (IMHO) whiffed it on the combat system, but got most of the other things correct. Had the organization been better, Megatraveller could've been a star...
There are plenty of detailed game mechanics out there, MgT just chose not to be one of them – and sales appear to support that decision.
Well, first, popularity is seldom an indicator of quality. If it was, then D&D would be the ultimate RPG and we'd all be wasting our time playing anything else.
Second, the sales *and* profit figures for Mongoose are not publicly available. A game can "sell out" for reasons other than massive demand. Indeed, all that is required for a game to "sell out" is for demand to exceed the number of copies printed. The smaller the print run, the more likely the game will be sold out. A company can also spend a financially absurd amount of money on marketing, which can temporarily pump up sales of a mediocre product. Nostalgia, rather than game play, can motivate a decision to buy a game. None of these factors are related to the quality of the game design. (Of course, a product can sell out because it really is popular and high quality; I'm only pointing out that we do not have any way to verify MGT's performance or the reasons underlying it).
Third, you seem to imply that as the number of faces on a die increase, so does "detail". I see no reason that this is necessarily true, if by detail you mean "complexity". I've designed several d20 based mechanics that are as simple as any 2d6 mechanic. Simpler, technically, because there's no need to add the dice. (I say "technically" because I think that experienced gamers recognize patterns and do not really add the values on 2d6). And is there anything conceptually simpler than the BRP percentile system?
Incidentally, the useful range on 3d6 isn't much bigger than 2d6 -- 10 "slots" vs. 8 "slots".