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It's a nice basic lean rp system. If there's any disappointment it's that apart from a properly fixed and balanced chargen, with some innovations, it is a little like a repackaged CT with updated language and themes, all collected in one book not dozens. I was hoping for MGT to tread a little more new ground.


"it is a little like a repackaged CT with updated language and themes, all collected in one book not dozens."

And that's the only thing that might get me to buy it.

I LIKE CT, and don't want something significantly different.
 
Well, in CT book 7, the Empress Marava class Far trader deckplan is drawn out so that 4 squares = 1 dton (and only 1.5m high)*, so they are just keeping that CT "WTF is up with these deckplans" feel.

:D


* this is the only way to get it as a 200 dton ship... if you assume 2 squares = 1 dton, then each of the 2 decks is 200 dtons... count the squares, you'll see.


Since I was advocating that solution myself back in the late MT-early TNE days (when the DGP Type A came out), I'm well aware.

I like the aesthetic of the MGT Type A deckplans. Now they need to fiddle with the art to make it match the plans.

The MGT A2 has a good looking set of plans. They just need a little adjusting. Like on a rack.
 
Just got my copy... Immediatley as I had snagged it someone else came in inquiring about it, so I let him have a look before it was whisked away to be all mine! :smirk:

It seems like an updated CT with various options to allow other assumtions (and Mongoose settings), and be more accessible to new potential Traveller gamers. Can't wait for the SRD because this game really needs some "quick sheets" for combat and the ref for encounters, etc...

Judging by the responses at the stores, I think I'll be able to get some games run... :)
 
I've only gotten through the Character Creation and Combat Chapters in detail, and skimmed the rest of the book, but so far I'm Impressed. It appears to be very compatible with Classic Traveller (important to me since I just bought the CT CD and got the Classic Adventures reprint -thanks again Jeffr0- and want minimum conversion headaches).

MGT appears to have kept to their advertisement of collecting and updating CT - not changing it drastically. The rules read as clean and lite(ish) to me. This repackaging will be very useful to introducing new players.

The core rule book looks nicely complete, including vehicle combat and all the other bits necessary for running a sci-fi game.

The book itself also appears well bound and lays flat.

All in all I'm very pleased with with this purchase.
 
I found a copy in a local store a few days ago and practically choked on the $40US price. I bought it anyway to add it to my massive collection and am happy I did. There are a couple of issues I have with some aspects of the rules (which I won't go into since they're completely subjective) but, overall, I'm quite pleased with the game.

Can't wait to see High Guard and Mercenary.
 
Okay, I'm not crazy then. I was just flipping through deck plans last night, trying to reconcile the 1.5m squares with dton = ~14 cubic meters. I just couldn't make it work in my head.

I hadn't paid too much attention to shipbuilding rules in previous editions, but then again, I'd never rolled a Ship's Boat as a mustering-out benefit before. ;)
 
Yes, good point. I should remember that "crazy" is relative, and spending an evening trying to make sense of fictional deck plans would qualify as crazy to a great many people. :p
 
Run through character generation with a group by preference. It's one Mounty short of a riot...

This is absolutely true. Rolling up a set of characters with the new rules the other day was, without a doubt, the most fun I've ever had with chargen in any system in nearly 30 years of playing RPGs.
 
:)
I'm a BIG Gurps Traveller fan (1998-2006 oh well) and being that this version of the game is NOW the main version being published I'm glad to see it's a good one.

If and when I need more new Traveller material MGT will be a welcome addition to my collection.

Heck, I may even incorporate some of the rules - making my game a GT/MGT hybrid.

Being old school Traveller, I still use lots of classic Traveller rules still anyway.

:D
 
The odd minor mistake and the wrong deckplans (tho they make sense if you make the beds smaller) aside, this is a pretty definitive version of Traveller.

It's much much more than just an update of CT. The new tech system, for a start, that so elegantly and simply adds bionic augments and smart gun type stuff in there, without over balancing the game. Chargen is actually quite sublime, with more info and less fuss than any other version of Traveller save Books 1-3 CT itself. I have a couple of quibbles over the science categories, but that's nothing really. The trade rules finally take account of the kind of planet you're on in terms of what's available, and, even though I missed it on first glance, worldgen has been improved, with variant rules that basically eliminate all those nasty nonsense planets that the old systems would throw up. And it's a surprisingly simple fix. And there's no look up tables required for combat, which is looks quite nifty, and finally sensors and comms are properly integrated into combat in an sfrpg.

The book itself, as someone has already mentioned, is very wieldy to use, for some reason. If they'd have let one of the artists to actually finish his work it'd be even better.

Up til now T20 had been the most integrated and workable version of Traveller; this notwithstanding, MGT is superior to every version that has come before. I'm looking forward to the expansions/supplements if they have this kind of quality.

This is about as far from the disaster predicted in some quarters as you could possibly get. :)
 
Revised Drive Potential Table

Since the drive potential table stopping at 2000 tons, I've had a go at extending the table, and perhaps coming up with something that is more accurate in LBB2 too.

I've made the assumption that drive size and ship size are both factors that proportionately degrade the performance of a drive, but to get the factors to follow the original book 2 better, introduced some uplift factors, plus an extra uplift towards the bottom right of the table.

It seems clear that the original LBB2 table was not entirely proportional, since we see a Z drive providing factor 6 performance on 1000 ton and 2000 ton hulls.

Having established a formula, I can now fill in the other tonnages proposed by the Mongoose standard hulls.

Please critique!!

y1pJleZIvd04s4GZfYXsWHpd-SnjLb-ByAqpGuYvg8gyLTagdjt6ZhTwsK7jhoJeiW2Jyt3I8mmwzQ
 
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I'm awaiting my copy, but concerned over the deck plans problem. I love shipboard activity and deck plans are important. Ah well.

As such I wanted to mention a website that I came across that has FANTASTIC deck plans, and use the square=5 ft (close enough to 1.5 mtr). I haven't tried to resolve the actual tonnage of their ships to traveller level, but when I showed a couple deck plans to my players, they immediately wanted a new ship using these deck plans.

Check out: https://www.zaon.com/deckplans/

MacTrom
:eek:o:
 
The Zaon stuff is gorgeous, but it isn't really Traveller, and certainly isn't Mongoose Traveller. As such I'll leave it to the "Fleet" area up-board...

As for the MGT deckplans, I'd adjust them myself, but without a statement from Mongoose either re-iterating Marc's usual "put the FFE Copyright statement at the bottom of the page" or providing a solid and easily implemented policy to take its place, I won't be touching Mongoose material on my site. I expect to see *something*, given Mongoose's prior statements, but it remains to be seen whether the final result continues to foster the same level of online fan support this old game has had for 20 years. The game is good enough (so far) to attract the support, so now its on the legal department...
 
The deckplans aren't really broken, they just seem to use 2mx2m squares and that means the beds are too big. Conceptually they're sound.

Remove the grid and change the bed size and you got proper deckplans.
 
If the ship design system can't build an AHL I'd say it's pretty broken.

Really?

I don't recall being able to build an ASL with Book 2 Starships. I may be wrong but I thought you needed High Guard for that.

Of course, by the time that came out thoughts had changed and fighters went from 10 ton cannon fodder to 50 dton flying tanks/gunships.
 
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