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Many contemporary versions - why?

But they weren't.

T20 was stalling, sure.
GT was going strong.
HT was just about to release and renew.

D20 Future had also been released, and SW Saga Ed was at its heights.

GURPs somehow matters? And the others were pretty much DOA.
 
GURPs somehow matters?

It was (is?) my favorite system, but I'm a big fan of dead tree books, and the amount of material published in that form has dwindled to a trickle.

I'd give my right arm for some new GT books, updated to 4th edition, especially if they were implemented as Traveller GURPS, as opposed to GURPS Traveller. That is, a version that keeps more of the Traveller-isms, like TL codes and starport types.
 
Silly question really.

Not silly. It's a clarifying question. It's valid.

Does this not just throw chaff across the radar screen as far as "which version of Traveller should I play?"
CT and MT are there for Old School Travellers.

TNE and T4 are there for historical completeness. (Sorry to the 5 people who may be offended at that remark, I'm not an official spokesperson so just ignore my hasty generalizations.)

GURPS:Traveller, while having a current license, is somewhat of a grognard item, as well.

And there is Traveller5, a reference work laying down the rulesets of a dozen smaller books (equivalent to LBB1 thru LBB8 and more), undergoing its erratastorm. While accessible to Old School Travellers, it is not accessible to people not fluent in Traveller. For that we need the errata-fixed text, and then a distilled Player's Guide, etc.

That leaves Mongoose Traveller, which is the current Traveller ruleset for new Traveller gamers, warts and all. And there are warts, but no more than any other ruleset I suppose.

Liftoff is intended to be the "Starter Traveller" for Mongoose Traveller. At this draft stage the rules are draft, and as Wil has mentioned, it's not yet Mongoose Traveller rules. That will change.
 
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With two big exceptions, the GURPs books were good for background ideas and settings.

The GURPS system is hard to play, and the Traveller books appear to be done anyway.

T4 and 20 and below appear to have died.

T5 is iffy.

That laves MgT, which runs between really good and cruddy pretty much at random with each new book.
 
The GURPS system is hard to play, and the Traveller books appear to be done anyway.

My youngest son first played GURPS at 8, and he had no problem. Then again, I've been playing GURPS since... it's paternal system Melee/Wizard/TFT came out... so I knew the best way to run it for a kid.
 
Liftoff is intended to be the "Starter Traveller" for Mongoose Traveller. At this draft stage the rules are draft, and as Wil has mentioned, it's not yet Mongoose Traveller rules. That will change.

A large portion of the potential GM's would prefer that not to change.
 
but those legally in control of "traveller" seek to corner the market. so they publish ruleset after ruleset trying to corner the market on the game...

I both like, and agree, with the cynicism.

meant no cynicism. should have put it differently. perhaps "corral the herd"?
 
So, neither of these was good then?

I thought I had heard that both were good...

Behind the Claw has good writing, but changes almost everything about the Marches. Not better, just different.

First In is very rare because it only works with GURPS worlds, and comes close to the joke about Traveller needing calculus to figure fuel requirements. Every other book has ideas you can use with CT/MgT, First In not.

I updated after Baron quoted, because I was too short
 
Behind the Claw has good writing, but changes almost everything about the Marches.

First In is very rare because it only works with GURPS worlds, and comes close to the joke about Traveller needing calculus to figure fuel requirements

Ah! Thank you so much! Then I agree, these two books would not be for me. I want my Marches a la CT, and I don't enjoy crunch. Besides not needing any GURPS-system crunch at all in my CT games. :)
 
First In is very rare because it only works with GURPS worlds, and comes close to the joke about Traveller needing calculus to figure fuel requirements. Every other book has ideas you can use with CT/MgT, First In not.

I would disagree. I enjoyed First In for the well fleshed out ideas, though in MTU they were ideas that would get translated into CT before I'd use them as a GM. You can take or leave ideas, equipment, background, etc.; just like you do with your favorite science fiction book.
 
It sold more units than T4 did.

At launch, it was moving pretty damned well.

But GURPs isn't canon and T4 was a failure.

As much as I don't care for Mongoose, MgT seems here to stay and the product is as good, or better, than other Traveller editions (other than CT;)). Mongoose changes to much and plays to free and loose with canon.

I think, unless something radically changes, T5 is doomed. It's a shame though because there is a lot to like about T5, IF you can find it. Also IF you can ignore it's faults.
 
...and T4 was a failure.
It couldn't have been too much of a failure with all of the supplements it sold.

As I have heard many of them were among the best things published for Traveller (all versions), though I only bought a few, as I was disappointed with T4.

My guess is that many suplements were used for other versions, as the main failure for T4 (at least among those I know) was game mechanics, not background (and I'm afraid that's not a good augury for T5).
 
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