I may not be of average intelligence but I manage to get by. I do not see the "obvious flaws" you persist in trying to point out.
Of course, none is so blind as one who will not see...
While there are some minor flaws here and there, such as the absence of the SMG skill, I still believe that MGT is the best of the litter when it comes to Traveller core rule books. I understand you play some version of CT. Do you contend that CT has a better combat system than MGT?
When evaluating a combat system, I look at two major elements -- how it handles hitting/damage/penetration/armor; and how the sequence of play works.
Regarding the latter, my initial impression is that CT works better than MGT. However, I want to give the MGT combat sequence of play time to grow on me before finalizing that opinion. But I'm pretty sure that Snapshot or AHL offer better combat sequencing for players who want fiddly tactical systems (I don't).
Regarding hitting/damage/penetration/armor, I think CT marginally wins. Which speaks more to the weakness of MGT than to the excellence of CT, which has rather dated and I think limited mechanisms. (Yes, I know, Supplement Four, we disagree on this one.) I wouldn't use either system, frankly. But being as charitable as possible to MGT, I cannot find any reason to hold that MGT is superior -- other than the fact that range bands better match the starship grids -- even if the deckplans don't
What do you feel CT does better than MGT?
I should note that I have generally avoided direct comparisons with CT, except in cases where I wanted to foreclose the "but CT did it that way" argument. I am not necessarily saying that MGT is inferior to CT; I'm evaluating MGT on its own merits. But since you ask...
I haven't worked MGT out thoroughly yet, my answers are tentative in some areas. But here's my breakdown:
Character Generation: I'm warming to MGT's random system, so MGT probably wins, at least on mechanics. MGT gives *way* too many skills for a 2d6 system IMHO, but that's an easy problem to fix. The issue is more complex because I had no problems with LBB1/Supp4 character generation. The MGT points based system isn't much use IMHO. I prefer my own system there.
Combat: CT is better, though neither system is satisfactory to me. Either AHL or Snapshot is a clear winner over MGT, as are any number of house ruled combat systems, including 2 of my own. This is MGT's biggest disappointment to me, although it could have been FAR worse had they kept the playtest systems.
Starship Design: MGT is a nice improvement over LBB2, though larger hull sizes should have been included. MGT is distinctly inferior to High Guard.
Starship Combat. Still assessing MGT, but it seems clear to me that High Guard is better. LBB2 is not better, but the range band system in Starter Traveller may be better.
Economics: Both broken, but I give CT the title just because it lacks the pointless and ill-conceived "ship shares" system.
World Generation/Animals/Psionics: No opinion yet.
If you want to house rule CT to the point that you are playing traveller in name only go for it.
A rather ironic statement, given how far the playtest version of MGT deviated from established Traveller canon.
But thank you, I will do exactly that.
I however would rather run a more vanilla game where the players can just go buy a book and know the rules with no need for me to print up anything else for them. I like to keep it simple.
I have no problems with that; I just prefer to play a better game than MGT appears to be.
My perception having read these boards is not that you are critiquing the MGT system but more like you are bitter that mongoose didnt impliment your ideas and now must do what you can to get even. That is how you are coming off to me.
I have no control over your subjective view of me. All I can say in my defense is that I have posted reams of detailed and *specific* critiques. Despite enduring a withering barrage of sneering pissiness from fanboys, I continued to make *specific* objections to the mechanics. And at the end of the day, Mongoose agreed with my strongest criticisms and ditched several major systems that the fanboys
assured me were perfect. And they did it at the very end of the playtest, which was a risky move for them.
Ironically, some of the same fanboys who assured me that I was alone in protesting these mechanics later claimed that I was only one of
many critical voices. Well, it's good to know that I was never really alone... Anyhow, I think it is fair to assert that my criticisms have been FAR more explicit and detailed than most (if not all) of the empty praise coming from folks like you.
And if I used your logic to analyse your motivations, I'd conclude that you are (for some inexplicable reason) unwilling to see MGT criticized for anything, yet are unable to tell us
why you love it so much. This interpretation of your motives is at least as fair as your interpretation of my motives, seems to me.
Perhaps it's a lot simpler than you imagine. Perhaps I'm evaluating MGT on its merits and, on the merits, it has not really impressed me.
No need to prove anything to me. I dont design games and I am not overly concerned with crunch.
Well, since you brought the subject up, I felt it was relevant to point out that I have designed games and that at least one set of rules is pretty good. And yes, I do think that I could design a "better" combat system for MGT. Since I design the games that
I want to play, how can it be otherwise? But I have carefully avoided comparing MGT with nonexistent systems.
Regardless I do not see the comparison between a RPG and a tabletop wargame and dont believe doing one makes a person an authority on the other.
<shrug>
The tools are pretty much the same. And most of the best RPG designers of my generation were also very good wargame designers (including Marc Miller). But in any case, I have not offered comparisons to wargames. I've only noted that I find parts of MGT to be unsatisfactory and have tried to detail why. I think that this is far more intellectually honest that saying (in effect) "I love it, but I can't give specifics and anyone who doesn't love it is just mad that they didn't do it his way..."
I'm also losing patience with the absurd notion that *if* I offer an alternative mechanic, this is somehow evidence of sour grapes. Especially since I've been sneered at for *not* suggesting an alternative mechanic. For the record, I'm an inveterate tinkerer, so I'll probably suggest alternatives to a mechanic I dislike. But I feel no compulsion to do so until Mongoose sends me a retainer...