Going back to the OP here...
Let me start off and say i am somewhat biased i'm an avid and hard core CT fan
i've never owned any of the other spinoffs of traveller...
I'm a CT fan as well, I've run a campaign based on LBB1-3 off and on since '77. An unfortunate experience with a group I played with in '80 put me off on the supplements, so I never had them until I got the CT CD this last year.
mongoose book 0 is fine
its real simple in many ways and a little cluttered in others but its pretty breif and
to the point, i'd give it an ....A...
Same here. Compared to a lot of RPG books coming out these days, I've been really happy to see a book I could feel deserves an A.
now from a CT viewpoint...
with a number of odd tweaks its pretty much a rehash of CT. i probably won't buy
anything else becuase its really not adding anything to the game that i can tell that
makes the game better than it already is. i already have a complete universe in my
hands with my trusty old CT LBB's..
That's one of the things I like about it. But I also like the additions. Personally, my comparison is more to books 1-3 rather than the whole set. Once we have a few more Mongoose books out, I think it will be fair to compare the CT canon against the quality of what we're getting from Mongoose.
1.
one of the odd tweaks is that it immediately places the character into a pigeon hole
stereotype by assigning skills based on the homeworld your from...realistic..yes
but for me it takes away from that wide eyed boyhood ideal of you can be anything
you want by the toss of a die.
In actual play with my players, it hasn't acted as pigeonholing. It's a starting point, a point of tension with respect to developing the character. A challenge, rather than a limitation, if you will.
2.
another odd tweak was the "connections" part where you get to "share" player rolls
for skills/experience....i'm not sure what to say about this except that i don't care for that..
I was wary of this as well. But what my players have done with it is magic, and nothing short of it. Now I consider it brilliance. How it will play out will probably vary significantly depending on the chemistry of the group--I don't know--but in my group it's spawned a lot of intercharacter interaction right from chargen. The first session I'm getting role playing of the sort that usually takes a few sessions, and I'd say the connections rules are responsible for about 2/3rds of that. The other story-building elements of chargen are the other third.
3.
mishaps and life events although helpful in quick generation type "explanations"
is really just replacing what YOU would normally say about your characters background
while in the military or scouts...etc...which normally is only limited by your imagination..
With us it's more a starting point than a putting words in your mouth sort of thing. We haven't felt forced by it.
4.
allies and enemies i find to be the most worthless part of the book....thats all i can say.
*Shrug* It'll hit different people in different ways. I never liked the cut-and-dry "patrons" thing in CT myself. It seemed so artificial. On enemies and allies, we fill in details where it suits us, and leave things vague otherwise. It may come in useful later in the campaign, or, it may never be revisited. It's not a make-or-break kind of rule for us. We've done some good things with it. I was already doing something similar out of sight of the players, myself.
5.
Skill packages i didn't like much either it takes away from the idea of a bunch of people
getting together and making do with who/what they are...this is really just an attempt
to fill in any holes in the players skills set they have without having to roll for it...kinda
like cheating in a way(to me)...
I usually ended up doing some gap-filling for the characters with CT, or influencing things a bit with prologue to the campaign. With the Mongoose rules there's still plenty of latitude for grit and improvisation by working around skill gaps. My main concern with the skill packages was skill inflation, which hasn't turned out to be a problem.
the rest of the book reads pretty similar to CT.....
Pleasantly so, IMO.
maybe i'll warm up to it later if i read again in another week or two...
overall as a CT biased player i'd give it a HIGH ....C+...
I give the full rules book a B+, with the errata an A-, though I'm ticked about the fact that I bought a nice bound hardcover and now I've got a chapter of printouts sticking out of it that there's no way to have inserted cleanly into the nice hardcover. But...it's a niggle compared to how ticked I was about Mongoose's RuneQuest. Totally ripped off about covers the feelings there.
I'd really like to have the chance to get half off or so on a new edition, that would make me a lot less ticked about the errata (or, hey, how about I send back by RQ and they send me an updated Traveller?
One sheet inside the cover I can handle, and I expect. But even in duplex there are way too many sheets sitting in my book now.
At any rate, I was at about a C+ level of feeling before I actually took it to the table with my players. Those who were CT vets took to it very well, and the D20 kids who had enjoyed CT took to it faster and with greater relish than they did CT. To be fair, the "D20 kids" would probably not care to be thought of as that, rather as "D20 experienced and looking for better" hence ending up in my campaign.
-Mark