I liked the starship design system. But robject pointed out that most of the things I liked were rules written by MWM. After seeing a draft of MWM's rules, I do think that MGT did a good job of streamlining them.
The character generation system is okay, although the survival rolls are way too high for military careers.
I've not tackled the world generation and animal/encounter stuff yet. EDG's stuff looks interesting, but it doesn't look like it's gonna get implemented in MGT.
And that is the cryin' shame of it all. There's nothing inherently complex about Traveller. Classic Traveller is especially easy to play and run, though it needs a better "to hit" and armor/damage mechanics. As well as a tech update and more weapons. Ironically, most of those pieces are already out there, just waiting to be picked up.
The MGT character generation system, the MGT starship design system, a variant of High Guard combat system that doesn't require moving counters on a board (or miniatures on a table), and the T4 armor/damage system could easily replace comparable CT subsystems and the result would be a simple, elegant and fun game.
I don't care at all for the d20 system, so I don't play T20. But I did appreciate the obvious affection for Traveller shown by its designers. Mongoose should have looked at T20 as an example of how to do a Traveller remake right.
IMHO, MGT will confirm the stereotype of Traveller as an unplayable, absurdly fussy mess, suitable only for long time Traveller fans. Of course the bitter irony is that some of the most vocal critics of MGT are "long time Traveller fans".
Yep. And MGT will do nothing to change that belief.
Given that their core task and combat systems are far more fiddly and involved than most previous Traveller systems, I can't believe that this was actually a design goal (no matter what they claim). I can't see how any reasonable person could look at the combat system (and the defective starship combat system) and see a simplified version of Traveller.
I was hoping for a version the Traveller that would appeal to more gamers, so at least in part it would be easier for me to find a traveler game to play in. It’s kind of sad that I can find more people to play Wizards of the Cost Star War (which I will never play) than Traveller.[/QUOTE]
Well, you might try T20. If it's too complex, strip it down to look more like Star Wars.
Unless of course, you don't want to run a d20 game.
Fear not though. When the new version of Chaosium's "Basic Roleplaying" comes out, I'll probably do an unofficial Traveller variant. That system is very simple and elegant (and I'd respect that in any variant I did).
In the meantime, try running Classic Traveller with the damage and armor rules from T4 and Book 2 and Supplement 4 characters only. If you want a more modern character generation system, I produced one that would let you design your character. It's working well in my current Traveller campaign.
My thoughts on converting T4 combat system to CT:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=14974
My alternate CT character generation system:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=14819
YMMV of course.
Oh, to make CT weapons sexier, give them twice as much ammunition at TL 9+ and tell the players they fire caseless rounds. Also, sex up the weapon names. It's not a Rifle, it's a Heavy Pulse Rifle. It's not a Carbine, it's a Light Pulse Rifle or an Assault Carbine. Almost any weapon can be sexed up by adding "Assault", "Combat", "Battle", "Heavy", "Tactical", "Medium", "Light", etc. to its name. It isn't a revolver, its a Heavy Assault Revolver.[/QUOTE]
Some good points in here. At this point I would play any version of Traveller if I could only find a in person Traveller game in my area.
But to date my favorite Traveller versions are: CT and of course T20.