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Does Mongoose Traveller leave you cold?

Hopefully.
In order to meet my requirements, it will have to be on a par with any of the Twilight:2000 vehicle or equipment guides, the 2300AD guides, or Emporer's Arsenal from T4. (I'm not a big fan of T4, but I really, really like that book.)

Hopefully better layout and presentation than what T4's EA's provided, though.

Why can't Traveller have some dynamite looking books like other rpgs? Slick paper. Awe-inspiring art. Something that doesn't look like it was written in word, pasted into Acrobat, then printed at Kinko's.
 
put simply because it costs money, god forbid that a traveller publisher should actually spend 'money' on the traveller fanbase and make products we'd like to buy as opposed to those we do buy simply because they are 'traveller'...
 
Having seen the splendid 'inspirational artwork' thread over at Mongoose, there seems to be no shortage of great looking artwork.

While you might not have one on every page, having a nice glossy cover and chapter dividers sporting artwork like that would really make a game book stand out.

I'm surprised the sheer quantity of great artwork doesn't make it an affordable proposition by virtue of market forces.
 
Mongoose has announced its Central Supply Catalogue, about 200 pages of
equipment written by Martin J. Dougherty and Bryan Steele, for June 2009.
I really, really hope that this will include a lot of good and useful illustrations
of most of the items described there.

So the first version will come out in October 2009, full of bad/missing art and typos, ommissions and layout-errors. The replacement (mostly useabel) should than be ready in December, shortly before Christmas.

At least judging by HighGuard.
 
So the first version will come out in October 2009, full of bad/missing art and typos, ommissions and layout-errors. The replacement (mostly useabel) should than be ready in December, shortly before Christmas.
I really like optimists. :)
 
And if we instead judged by the nine other books that have been released for the game?

just being silly here, but obviously Matthew may be the issue behind the proof-reading issues: that sentence is not quite right, it is missing the 'are' between the we & instead... :rofl:

Perhaps his hamster ate it...
 
And if we instead judged by the nine other books that have been released for the game?

Well, the five (Base, Merc, HighGuard, Traders, Spinward) I looked at all had their fair share of problems and delays. None as bad as HighGuard but not great either. Granted, other RPG publishers have the same quality issues but that's not an excuse just a hint at a general problem in pre-printing / QA with the RPG publishers as a whole

After all technical book-publishers like O'Reilley, Addisson-Wesley etc. can deliver books with far less errors on time. Books at least as complex as any RPG product in layout, graphics, tables etc.
 
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After all technical book-publishers like O'Reilley, Addisson-Wesley etc. can deliver books with far less errors on time. Books at least as complex as any RPG product in layout, graphics, tables etc.
Comparing Mongoose with O'Reilley or Addison-Wesley is a bit like comparing
the US Army with the army of Luxemburg ... :)
 
Comparing Mongoose with O'Reilley or Addison-Wesley is a bit like comparing
the US Army with the army of Luxemburg ... :)

Not really. There are publishers that are worse than Mongoose so comparing Mongoose to the US Army is not fair.
 
(sic) And if we instead judged by the nine other books that have been released for the game?

Matt, I have the Pocket Rules, Mercenary, High Guard, 760 Patrons, and Traders and Gunboats. If I were to rank them in order of overall quality:
1) Pocket Rules
2) Traders and Gunboats
3) 760 Patrons
4) Mercenary
5) High Guard

In order of artwork quality:
1) Pocket Rules
2) Traders and Gunboats
3) High Guard
4) 760 Patrons
5) Mercenary

In order of usefulness to my game (the thing I really care about):
1) Pocket Rules
2) Mercenary
3) Traders and Gunboats
4) 760 Patrons
5) High Guard

I'm sure that you're showered with advice about what you should do to improve the books, the game, your haircut, et cetera. However, this is a public forum designed for that kind of thing, so I'll cast restraint to the wind and tell you why I bought into Mongoose Traveller after having last played Traveller (Classic) in 1985 and never really looked back at it since with anything other than nostalgia until the day I saw your Pocket Rules edition.

I saw a Little Black Book that said Traveller on the cover on "New Releases" shelf of my friend's comic and game store. I said, outloud, "Holy sh*t! Did GDW put out a new print edition of Traveller?!" My friend quickly set me straight and said, "No, Mongoose did that. They put out a rule book about a year ago and just published that pocket edition." At which point, I picked it up and started looking through the little book. I could not shut up about how cool it was. The career summary chart -- the sidebar -- hooked me. Each career, neatly laid out with three specializations, qualification rolls, survival rolls and promotion rolls. I flipped forward to the careers and I was impressed by the layout, organization of information and the artwork. Then I noticed that the little book was $20 US and I said, "This looks fanstasic! This is so cool! I'll take it!"

This was on New Year's Eve. I had made reservations for dinner at a nice restaurant with my wife and our friends and I had no intention of buying anything other than a few bottles of wine that night. We had stopped by the store because that's where we were meeting before going out. That book, its size and its presentation really hooked me. I abandonded an ongoing, 5 year continuous D&D campaign that night to switch systems and play Traveller because of your little black book.

After running one session I bought Mercenary because of the Mercenary Ticket rules. They have been an invaluable contribution to my game. I use them for everything from mercenary contracts to planetology contracts to diplomatic consultation contracts. They are an excellent framework to hang patron-driven missions upon. In my last session we used them to negotiate a salary for a new (player) crew member. The large-scale combat rules have potential, but I haven't used them yet, nor have I done more than skimmed the section on bases. I don't know if my current campaign is going to go in that direction, but we'll see.

I bought High Guard at the same time as Mercenary because it was in-stock at the store and it had capital ship rules and expanded space combat rules. I haven't used either of them yet, but High Guard was a long-term investment. The character creation rules and the presentation of them in this book leave a lot to be desired.

I bought Traders and Gunboats because my players and I wanted more "standerd' ship designs and I wasn't ready to create a shipbuilder application yet. My group and I are very happy with this book.

I bought 760 Patrons to supplement the Mercenary Ticket rules and give greater depth to starport and planet-side encounters. I find myself wishing for more from this book. The patron examples in the Pocket Rules are what I was hoping for from this book rather than a collection of random NPC types arranged by category with random personality quirks. The book is useful, but not as useful as I'd hoped.

If I had not seen the Pocket Rules first, but instead the Core Rulebook or one of the supplements other than Traders and Gunboats, I would have had a tough time taking Mongoose's Traveller seriously and would likely still be playing D&D at home and wishing for a worthy Sci Fi role-playing game system.

That's my judgement of the quality of the books based on the 5 of 9 that I have. I'll be buying Scout soon. I'll be buying it because my game has a lot of momentum right now -- not because of the quality of the other books -- and I'm hoping Scout will add to the depth and believability of My Traveller Universe.

I hope you find this information useful.
 
After running one session I bought Mercenary because of the Mercenary Ticket rules. They have been an invaluable contribution to my game. I use them for everything from mercenary contracts to planetology contracts to diplomatic consultation contracts. They are an excellent framework to hang patron-driven missions upon. In my last session we used them to negotiate a salary for a new (player) crew member. The large-scale combat rules have potential, but I haven't used them yet, nor have I done more than skimmed the section on bases. I don't know if my current campaign is going to go in that direction, but we'll see.
Does Mongoose Mercenary have rules for working out the cost of mercenary actions? Not just the salaries but also equipment, munitions, transport, wear and tear and loss of equipment, and death benefits? That's something I've missed.


Hans
 
Does Mongoose Mercenary have rules for working out the cost of mercenary actions? Not just the salaries but also equipment, munitions, transport, wear and tear and loss of equipment, and death benefits? That's something I've missed.

Yes -- pretty much everything you're looking for is there. You may find you need to add detail in some areas and remove it for others, but I find the rules are agreeable to that sort of thing.
 
hahahaha!

Wait a minute... don't we still occupy germany? yeah, thought so.

Na, we had the option of keeping an army or hiring US Mercenaries under the disguise of "Allied troops". The latter was cheaper and made the US Army feel good and needed.
 
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