• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Classic vs Mongoose vs 5th ed

"Imagination may be required to explain a tech level 4 civilization in an asteroid belt, or a high population world with a participating democracy for a government." -- Book 3

"The problem is that the amount of imagination required to explain multiple tech level 4 societies in asteroid belts rises expontentailly with the number." -- Me.


Hans

Oh, Hans...

Tsk. Tsk. Tsk.

I was gonna...

I mean, why don't you think about...

But, if you look at...

...ah, forget it.





Years ago, on the TML, somebody said something like you relate above. Heck, it might have been you. MWM was on the list at that time. I know you were.

Do you remember his answer?

I'll paraphrase: "That's what I LIKE about Classic Traveller. I roll up a world and then sit around and WONDER how, in reality, a place could get like this. And, the results are always interesting. Don't forget that nature throws more quandries at us than we can manufacture with a few dice throws."

I always dug that answer. And, Marc was right. He was correct.

Classic Traveller world gen may put some of the fiction into science fiction, but it also brings a lot of wonder to this sci fi game.

That's atmosphere.

That's cool story-telling.

That's fun.
 
How can one say they're roleplaying if they've never roleplayed a personality other than their own?
You are making a lot of unwarranted assumptions here. For one thing, there's roleplaying oneself in a different situation ("What if I was a musketeer?"), roleplaying a different character with one's own basic personality ("What if I was a lean, mean fighting machine?"), and roleplaying a different character with one's own personality in a different setting ("What if I was a musketeer who knew how to fence?"). How can anyone say that that's not roleplaying? For another, who says preferring a rules set that provides tools to design different characters to play means that they can't make do with a rules set that doesn't provide such tools? For a third, how can anyone say that one is more likely to play a Traveller character with a different personality than a GURPS character? The Traveller character comes with a complete blank for a personality, which allows one to provide it with any personality one desires, but which personality is the easiest one to come up with? That's right, one's own.

How can they say they didn't already know that physical attributes, personal traits, and personality quirks were always part of a player-character? Why did it take a rule book to open their eyes? Why should it have taken a rule book?
Who says it did? And who says everybody played their Traveller characters with personal traits and quirks? Maybe you gave your very first character a limp that made him unable to run fast, a squint that gave him a minus to his markmanship, and a craving for marshmallows the referee could use to get him into trouble, but I very much doubt that you were in the majority. No way to find out for sure, of course, but I certainly didn't. Yet I remember a lot of good roleplaying; just not right out of the box.

My first ever RPG character was a low IQ fighter in three book D&D. I didn't need rules to tell me that playing him as a helpful, eager, and sadly dimwitted trouble magnet would make for great sessions. Rather than waiting for some rules to tell me what to do, I used my imagination instead.
My three first ever RPG characters (D&D, natch) started out with the personalities "Lawful Good", "Neutral", and "Chaotic Neutral" (putting them one up on my first Traveller character, which didn't come with any personality at all ;)). The first adventures were pure dungeon-crawling. Much more a game of maximizing the effectiveness of our characters' combat abilities than real roleplaying. Gradually, they developed individual personalities. The LG fighter started to resemble Blake from Blake's 7, the others developed character traits of their own. I didn't have GURPS at the time, nor did I need it to role-play. But a point buy system would almost certainly have gotten us off to a much better start.

The point buy system I eventually developed for myself has one purpose and one purpose only: To make my players think about their characters in advance. Once the character is created, I throw away the point sheet -- character development is handled in an altogether different fashion.

GURPS didn't introduce advantages, disadvantages, and quirk to let gamers roleplay better, those things were introduced to allow gamers to use the points associated with them and build more munchkin-like characters.
That's quite an accusation to make. Steve Jackson and his evil cohorts actually sat down and figured out a system for the sole purpose of getting players to behave like munchkins?

As one poster in this thread already pointed out, GMs rarely hold players to full effect of the disadvantages they choose.
What a devious guy, that Steve Jackson. He deliberately designed his system to subtly influence GMs to ignore the rules.

As for quirks, there are regular thread at SJGames discussing whether proposed quirks are "quirky" enough or whether they're just another way to pad a character's point total.
Effectively quirks just mean that almost all so-called 100 point characters start with 105 points. Big deal.


Hans
 
Years ago, on the TML, somebody said something like you relate above. Heck, it might have been you. MWM was on the list at that time. I know you were.

Do you remember his answer?

I'll paraphrase: "That's what I LIKE about Classic Traveller. I roll up a world and then sit around and WONDER how, in reality, a place could get like this. And, the results are always interesting. Don't forget that nature throws more quandries at us than we can manufacture with a few dice throws."

I always dug that answer. And, Marc was right. He was correct.
He was right for the rare, exceptional worlds. For the exceptional worlds that're more common than supposedly ordinary worlds, he was dead wrong.

BTW, for the Spinward Marches, he didn't actually sit around and wonder how those worlds came to be. Well, for a small handful of them, I suppose he did. But for the vast majority he just took the results of the world generation system and published them without bothering to figure them out. I know some people think that's a feature. I'm not one of them.


Hans
 
I'll disagree. GURPS introduced advantages and disadvantages as a way to create balanced characters. If I, as GM, tell my players to create 150 point character with 40 points of disads, they have a sense of that their characters are equals.
That's true. They'll be wrong, but they will have a sense that their characters are all equal. Two characters with the same point values will (unless they're identical, of course) be of different effectiveness in different situations. The likelihood that a GM can manage to balance the situations the characters get into perfectly is very low.


Hans
 
Effectively quirks just mean that almost all so-called 100 point characters start with 105 points. Big deal.
For my wife's campaign, I didn't even assign the quirks. I just gave myself the five extra points, and left blank spaces. I figured during the game I'd fill in the blanks, as my character developed. My first quirk, "Doesn't take head-shots." That's partially based on one of his disadvantages (Squeamish) coupled with the fact that, while I was playing a demo of Brothers in Arms, my kids accidentally got to see me take out a Nazi with a head-shot, something I would rather have had them not see, considering their ages. My second quirk was "Likes dogs". I picked that one up after sending one of our group through a gate to rescue a stranded dog.
 
More Rules <> More Fun BUT More Rules == More Work.

That's pretty much why I prefer MgT to CT.

The consistent, centralized, easy to use task system of MgT is better for me that having uses, implementations, and modifiers scattered all about.

Further, while I dug advanced CT characters, I feel events in MgT give me worthwhile, roleplaying-ready detail for my time out of MgT than I did rolling a batch of assignments every term.

I will say that I prefer the way High Guard (and MegaTraveller and T20) handle turrets than the Mongoose system. :( Which is regrettable, because in other ways, the MgT ship system is really nice, but the handling of turrets is a big step backwards.
 
Sheesh. I didn't mean to start a war...

CT the Beatles of RPGs... I'm afraid now. Almost nothing ever could live up to such hype! lol (Beatles are my favorite by no small margin).

GURPS: Is like Palladium's stuff: It's okay for what it does if you like that sort of thing. I think GURPS is very similar to D20- simply too much detail- but superior in that it has better detail. So, I never said I hated GURPS or anything, only that I didn't care for it. I find that too much detail is simply too much. I have been running games for 25 years, and I have found the fewer "feats, advantages, drawbacks, bonuses, limitations" a fantasy, horror, or sci fi game has the faster you can create a character and play. The role comes into play as the game gathers steam and everyone is familiar with the setting. {{My favorite games: Call of Cthulhu, Warhammer 1st edition, and DC Heroes 4th edition (I wrote that one, lol- don't tell Pulsar or they'll firebomb my house).}} Superhero games are different. Almost everyone has a pre-set superhero they'd like to play in their head, so mod the chargen away. DC Heroes has loads of them, and it is the best super rpg ever produced.

I have also found that the fewer "modifiers, difficulty numbers, etc" you have the faster the game will actually play. D20 has too much to keep track of. Every skill and every roll has a table of mods available. That level of detail inhibits.

As for which Traveller system is best? I never asked that. I wanted to know the differences.
 
To get back on point:
Setting aside,
How is Megatravller and Traveller the Next Generation? They both look interesting and are very cheap to obtain. I know the settings are pretty disliked, but how compatible are they to CT and what do they add that you'd say CT needs?

That is essentially my question about T5 and MGT as well: What do they have that CT doesn't?

It grieves me that T5 is going to be so long in production. However, that usually means a cleaner, neater, better product. I kind of think that is where Mongoose maybe slips a bit. They get books out, and fast, but production and editing values are sometimes lost.

That said, I will probably buy the MGT Judge Dredd because I am only human and that is too much cool for me to resist.

Now for you grizzled, cynical angry old CT vets out there (LOL): You guys have played this game for ages, so tell me: how difficult a time am I going to have creating rules for Star Trek, Star Wars, and Cyberpunk (not the game, the genre)??
Also, some one please answer: Does Striker have a vehicle design system in it??
Finally-- 101 Robots... I must have it. Asimov is second only to the Gospel and the Bard when it comes to writing. Any one have an idea how I can get it for a reasonable price????
Thanks again to everyone responding. This is a great discussion.
Oh, BTW: Venus Equilateral: Yeah, it rocks.
 
MegaTraveller expands the skills list somewhat from CT, and also increases player choice by having more cascades, and cascades other than weapon skills. It also increases basic skill gain rates to be more on par with advanced (which doesn't get more skills per term than in CT), and increases mustering out benefits to 2 per term base.

That said, MT is recognizably a close variation on CT.

TNE is only vaguely related... it's T2K rules in the Traveller setting.

It's a single unified task mechanic; some love it, some hate it, some don't care.
 
Setting aside, How is Megatravller and Traveller the Next Generation?


Howardfanatic,

While supposed to be an improvement on CT, MegaTraveller is also known as Mega-errata. MT did introduce the task system however and there's a lot of other stuff to plunder.

Traveller the New Era introduces a new RPG system to Traveller; GDW's so-called "House System". The new system, and certain technical changes, make it harder to borrow material from TNE. FWIW, TNE has, IMHO, some of the finest supplements ever written for any RPG.


Regards,
Bill
 
To get back on point:
Setting aside,
How is Megatravller and Traveller the Next Generation?
MT is pretty good. TNE I really wanted to like. But by that time, I figured if I was going to run something with that system, I'd much rather run 2300AD.

Now for you grizzled, cynical angry old CT vets out there (LOL): You guys have played this game for ages, so tell me: how difficult a time am I going to have creating rules for Star Trek, Star Wars, and Cyberpunk (not the game, the genre)??
Just about zero difficulty. Tweak the tech for Trek. Star Wars you could almost run out of the box.

Also, some one please answer: Does Striker have a vehicle design system in it??
Yep! I wish I hadn't gotten rid of mine ~25 years ago. What was I thinking?!?!

Finally-- 101 Robots... I must have it. Asimov is second only to the Gospel and the Bard when it comes to writing. Any one have an idea how I can get it for a reasonable price????
I'll trade you my Starships Operator Manual for a copy.
;^)
I don't have Robots, but I do remember flipping through it plenty of times at the local game store years ago. Honestly, I don't know if know if it is worth the crazy price or not. I have a few of those books that do get those outrageous prices, and I really don't know that any of them are really worth it. But then again, I paid about $75 for an unopened box of 15mm Traveller miniatures...
:)
 
Traveller the New Era. Oops. Sorry.

Striker sounds great!

I love the prospect of Traveller Trek. Classic Trek, mind you, with redshirts born to die and easily amorous alien visitors. None of this "The guys who wrote Transformers" or "Voyager" nonsense. lol. I am a grizzled, cynical, angry old Trek fan. (I really want to do my own Trek reboot: Trek by way of harder science- like Rendevous with Rama or Ringworld. Y'know- the way Roddenberry first envisioned it (or at least Gerrold says he did).)

So cyberpunk?
 
Last edited:
To get back on point:
Setting aside,
How is Megatravller and Traveller the Next Generation? They both look interesting and are very cheap to obtain. I know the settings are pretty disliked, but how compatible are they to CT and what do they add that you'd say CT needs?

I like MegaTraveller a lot. I don't like TNE, but remember little enough about it I can't go into detail about my specific bugbears anymore. I remember thinking they made stats way too important, and thought it was silly that rifle was a STR based skill, but liked the PC ship accumulation mechanic.

MegaTraveller's chargen was a refinement of CT, with more efforts to bring basic and advanced chargen in line, but it still had some problems.

The vehicle system was basically an extension of striker such that it handled ships. I liked it at the time, when I was just in college and had lots of spare time and access to computing resources. Now, I think it's a bit too detailed.

Where MegaTraveller shines AFAIAC is the task system. It was actually created by DGP for CT, but became the formal task system for MT. As a referee, I found that the flexibility combined with the level of detail it implicitly supported was a great boon.

I still consider it one of the best skill resolution systems for a game. Even today.

EDIT: Oh yeah, the MT errata flap is seriously exaggerated. Most of the errata pertains to:
- missing costs for military weapons. If you had CT Book 4, this wasn't a big issue.
- numerical flubs and omissions in the vehicle design tables, some that you'd never run into unless you were really into making capital ships (and given how complex it is, not many people made it that far...) and some are obvious from context.
 
Last edited:
Hans,

The point I was trying to make in my response to Britti Lover was that mental traits, personal quirks, and physical attributes always existed in RPGs if the players involved actually used their imagination. They existed in CT and they existed in D&D before the 'Good/Evil, Chaotic/Orderly" scales were added. No rules were required and suggesting that rules were needed, as Britti Lover did, is nonsense.

The possibility was always there if one had the imagination to to use it and waiting for a rules system to remind one of that is rather sad.

As for GURPS' designers, their intentions in creating the advantage-disadvantage-quirks system is moot. All that actually matters is how GMs and players employ that system and most employ that system not to improve their roleplaying but to pad their characters' build points instead.

Finally, five character build points can make a great difference if spent wisely. A few points will raise a character's IQ and that increased IQ will then cascade across all sorts of skills, skill levels, and defaults. So, taking Afraid of squeeze bulb horns, Calls all dogs "Bub", and a few others can lead to substantial benefits.


Regards,
Bill
 
You didn't. you started a vigorous argument. ;)

And, truth to tell, it wasn't that difficult an accomplishment. Traveller fans come equipped with self-starters.
Hell, I don't even know that that was an argument. I was having fun. I don't think anyone was picking on any particular version, just pointing out strengths and weaknesses and weak points where the various systems could be abused.
 
I love the prospect of Traveller Trek. Classic Trek, mind you, with redshirts born to die and easily amorous alien visitors.
Me too! I just wish I could get my players to agree to it! I really want to expand on this:
enterprise%20bridge.jpg
 
All that actually matters is how GMs and players employ that system and most employ that system not to improve their roleplaying but to pad their characters' build points instead.
Most? Never in my decades of playing GURPS did I have the impression that most people use the system that way. But hey... I know for a fact that some players do, and since I do agree with your statement about not really needing rules for these sorts of things, I'll concede the point.
 
Back
Top