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Classic Trav and All of It

I just realized something that I should have realized a long time ago.

I guess I'm one of the lucky ones. I've got a HUGE selection of Classic Trav supplements that I've collected over the years--things I've either bought brand new or found on eBay or used books stores. My collection is not "completely" complete, but its close. I have most items--only missing some obscure things (albeit my collection contains many hard-to-find-out-of-print items too).

So, having this, it colors my judgement when I think and speak of CT. When I refer to CT, I refer to the game in its entirety. CT is a huge game with more supplements published than any other Traveller edition. Many third party publishers contributed to the whole with magazines and full-fledged publictions of their own. So...to me, CT is a rather "complete" game. There isn't a lot of ground that hasn't been covered.

When many other people think of CT, I've realized, they think of The Traveller Book. Or, they think of Books 1-3 only. Or, they just think of the stuff published by GDW (which leaves out a lot of incredible stuff, like things written by the Keiths or DGP published items).

I think that this--that there is more than one perspective of what CT is--forms a basis for disagreement many times.

For example, the largest percentage of material contained in MT is just reprinted CT stuff. Or, it was derived from CT stuff. Some people look at T4 or MGT and say, "But look at all the stuff these editions are adding to the game!" And, what I think is, "You're crazy! They're just re-printing CT stuff! Or, they're expanding upon what CT already started--it wasn't originated with that edition!"

It's different points of view based on what CT stuff is available. Since I've been dilligent about collecting for my favorite version of Traveller over the years, CT, to me, is quite broad in scope. It's a huge game system.

For many, CT is only the stuff that is readily available for the game today: the stuff on the CD-ROM or the reprints.







I have one secret hope: As I've made clear, it is very unlikely that I will switch from CT to MGT. But, the game systems are "close". I'm thinking supplements and adventures written for MGT will be a breeze to use with CT.

And, Mongoose has a lot of very interesting supplements coming out.

Maybe we can pseudo-grow the CT universe of publication even more by taking advantage of them.
 
Don't forget one other advantage MgT may have - it's first setting book is in the golden age so many people can ignore the whole future history that they didn't like and run with the era they did like.

I don't doubt that MgT supplements and adventures will work perfectly well using CT (or even my house rules ;)), MT or even T4.
 
*Nods*

It's true. A lot of what eventually appeared in MT, as far as I can tell, was cherrypicked from what developed out of Mid and Late period CT.

My difficulty with much of what was produced in Mid and Late CT has been that it wasn't as smoothly compatible with the CT core as I would have liked. I was, and am, disappointed that HG supplanted LBB2 rather than supplemented it to the degree it did; and my love affair has always been with the universe suggested to me by LBB123 rather than the one explicitly described by the bulk of the LBBs that followed.

That said, I do look to the rest of the LBBs (and, to a lesser degree, the Keiths and other 3rd parties) for inspiration, especially where the first three books fall short in my view. There's an awful lot of good stuff there.
 
I just realized something that I should have realized a long time ago.

I guess I'm one of the lucky ones. I've got a HUGE selection of Classic Trav supplements that I've collected over the years--things I've either bought brand new or found on eBay or used books stores. My collection is not "completely" complete, but its close. I have most items--only missing some obscure things (albeit my collection contains many hard-to-find-out-of-print items too).

So, having this, it colors my judgement when I think and speak of CT.
I think this is a very important point you make. We all agree to what the begining was, but we may be thinking very different thoughts on what the whole includes.

Very good point indeed.

Daniel
 
I don't doubt that MgT supplements and adventures will work perfectly well using CT (or even my house rules ;)), MT or even T4.

I'm not sure I agree. And, I'd like to hear your reasons why MGT stuff won't provide good material for CT.

The MGT mechanic is 2D6 for 8+. That means a +1 DM in MGT carries as much weight as a +1 DM in CT.

Given that basic principle, the stuff should be easy to convert--or even eyeball during a game and come up with a quick CT throw.

So, why is it you think MGT stuff will not be compatible with CT?
 
You stuffy headed, malodoruous git!

No he doesn't ...:rofl:

Oh, I thought you came here for an argument... :rofl:
Oh, I'm sorry this Abuse...Arguments are down three posts to left......stupid git...

Actually I to have a ton of various CT as well, and it is my fave, so I am hoping that T5 will be mostly legacy compatible and yeah, to hells with the Shattered Imperium. I mean, if it's gonna remain Canon, well....might have to diverge a bit IMTU...
 
Oh, I'm sorry this Abuse...Arguments are down three posts to left......stupid git...

Actually I to have a ton of various CT as well, and it is my fave, so I am hoping that T5 will be mostly legacy compatible and yeah, to hells with the Shattered Imperium. I mean, if it's gonna remain Canon, well....might have to diverge a bit IMTU...

I didn't have a problem with the MT Shattered Imperium. I didn't like it as much as the Classic Trave 3I, but it did feel like a living universe where as the Classic 3I sometimes feels stagnant.

It was the TNE universe that I depise. I mean, with MT, the universe still looks like the old one...only different. Lots of places for action. In TNE, it was a whole new ball game...and a game I didn't like. It was too much of a change, in both background and rule set. Didnt' like TNE at all.
 
At one time I had everything published for CT except the Paranoia Press Scouts and Assasins, but I sold it all off when I got tired of it and ran Runequest and Call of Cthulhu for a few years. I got tired of hauling around all those books and magazines and just figured if I ran into people who wanted to play it again that I'd just get the latest editions in the store. Oh what a mistake that was!

I got the CD's from Far Future, so I've been able to run the game again for a while, now, but I really wish I still had all those copies of The Space Gamer, White Dwarf, and others that had a lot of really good CT stuff in them. I finally stumbled on the White Dwarf Robe&Blaster expanded nobility rules, but after also finding various lists of the other articles I doubt I'll ever have the definitive CT collection again.
 
Hey, sabredog *slides closer*

Do you happen to know where one could get a look at this Robe and Blaster thing?

I kinda have a personal interest in the matter....
 
Just to clarify - I do think that MgT supplements and adventures will work perfectly well with CT.

Simple reason being that MT, T4 and TNE adventures and supplements work with CT so I see no reson why MgT stuff won't.

The sample adventure in Signs & Portents can definintely be run using CT.
 
S4: That (post #1 of the thread) is probably one of the most insightful posts I've seen in weeks, period.

I tend to think of CT as just Bk1-4 & sup4, or Bks1-5 and sup4. The rest, to me, is not "core" to traveller, but to the OTU.

Mike:
The damages are different (subtly), and the damage taking sufficiently different, that combat may have some surprises. Because of End first, it pretty much means no lucky "Glass Jaw" hits to the low dex Tank (C4Cxx2) character. I disagreed with it in the playtest, and still do, but End First is the rule, and it does make a huge difference in how combats play out.

Otherwise, yeah, pretty much compatible. Comparable to MT adventures... yes, they work with CT, if you know how to read the tasks, and yes, combat will resolve differently.
 
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