Having spent some quality time with Mindjammer...
-I have decided that this book is really, really cool. It's a huge resource for the cost (400pg). It should also be noted that it is beautiful. Tons of imagery, great layout.
-The system generation, culture generation, civilization generation are all things that could really add color to any type of Traveller game. It really shines in this setting where culture and discovering lost worlds plays a huge part in the game. The generation sequence is on-par with First In. The culture and civilization add-ons create really interesting places to visit.
-Character generation is fairly fun (like most Trav games) and some of the Events/Mishaps are interesting. It is pretty lop-sided though. Basically, all you want to do is roll up one Longevity package and call it a day. You get 8 skills, a quarter million dollars and some other goodies. Chargen done! Compare that with a Term...
-The different character types (culture and genotype) are... tolerable. The synthetic and xenoform genotypes are pretty bland. With synthetics, you still have to roll for attributes, there is no real "cool" factor in playing one since they rarely differ from organics. The xenoform (uplifted animals) suffers from the same problem. You add a Trait or two and then generate character normally. Again, no real feeling of playing something different.
-The system is highly skewed to playing humans from the dominant polity, the Commonality. They get massive bonuses off the start.
-Aging and Longevity make no sense. Basically you start at 18, then get a Longevity Package (+50), so now you're 68 but physiologically 18. Then you do regular Terms and get a chance for another Longevity package. But you do suffer from Aging now but not when you get Longevity packages so you have to keep two tracks going. Not to mention, it's like you don't age for 50 years and then all of a sudden start aging again. And considering Longevity is an Augmentation, it would seem you could buy it every Term and avoid aging altogether. They should have just come up with something different... it doesn't translate well with Traveller chargen mechanics.
-I found a use for the +250,000 Augmentations. You can get Avatars (bodies you control remotely) and can boost them with Augmentations. But you can also put the same things into your own body so it's kinda repetitive. And the list is fairly basic... it's bigger than CSC but still lackluster.
-Again, Avatars need to have their stats rolled... pretty lame. There should be a construction mechanic for building your Avatar. Different models base or advanced to choose from. They're really not covered in any detail.
-To use your Avatars you need the Mindscape so you're confined to using them on advanced planets. If you're exploring a lost colony or unknown world or even on a low-tech planet, you can't use your Avatars... which means your sentient Ship character is going to be sitting around twiddling his thumbs.
-My concept of Transhuman and this genre comes from Eclipse Phase so maybe it's skewed but the slipping in and out of different bodies/shells is part and parcel of the genre. Mindjammer makes it fairly uninteresting and the Avatars are... one-dimensional? Boring? I don't know the right word. I do know that after making a character and its morph (avatar) in Eclipse Phase, I couldn't wait to get out to try it. After making a few of them here, I simply shrugged and moved on to the rest of chargen.
I mean... why does it cost 100,000 per point of STR? Sure, for a biological organism it makes sense. But not my robot body?!
Mindjammer does not allow imprinting memories or an actual identity into other forms. At first, I liked this since it cut down on the "unkillable" aspect to some extent. But, the more I think about it, the less I like it when it's such a big part of the genre. So you can't fork into multiple bodies. You can't use an Avatar without your character laying down and "going to sleep" while operating it. You can only control one form at a time.
I bought an Avatar for my Sentient Ship since it would make sense in an adventuring group to let the Ship stretch his legs from time to time. But the more I read, the less likely that this is possible since transferring from a Ship to a Synthetic humanoid causes massive stress and possible mental illness. But I figure remote controlling a humanoid body shouldn't cause that... and the book says they use Avatars... no real answer there. And, again, Aging is not really a factor with these characters either so why is it included as a game mechanic?
-Economics/Resources/Buying- All of this covered in amazing detail. Again, you can totally see that the writers know exactly what they're talking about and lay it all out. It meshes well and grants the possibility of your typical Traveller merchant campaign. I don't know, maybe it works... Tracking different economic systems seems like one more thing that doesn't pay dividends for the work it requires.
Not to mention, I don't like their handwave of "sure you could build it from nothing but sometimes its easier/cheaper to construct it somewhere else, buy it from someone, ship it across space" to justify continued trade. It's quite a handwave.
-Setting is very, very cool. I really like it.
-Ships and Ship Construction-They made a bunch of changes to ship construction and it seems really neat. The ships included are good and the different things you can put into them provide some neat ideas.
-FTL and Gravity drives, they crank up the Mdrive to 100g/200g/300g etc. The FTL drive works decent and there's no fuel so that's cool. Not sure how that pegs with the aforementioned economic stuff but they did change costs/ticket prices etc. So maybe it works.
-The Mindscape (Mesh/Internet etc) is... lukewarm. You have a new skill to use it. You apparently only need that skill for a few uses since Investigate and Recon are used just as much. Maybe it acts as a cap? Not sure, it doesn't say so in the rules. Honestly, it isn't very cool or evocative. It's just this thing that lets you send messages, engage in mental combat sometimes, and access the memories that dead people have uploaded into the ether. Maybe I'm missing something. It's like Facebook in the future for all I can tell.
-There is a whole section on Organizations which are a new Contact. This is also VERY cool. You build it up with points, there's a mechanic for getting aid and equipment from them. It could be ported (and SHOULD be) into any Traveller game.
-The real gem in this book which makes it worth getting for any Mongoose Traveller fan is the expanded stellar system generation, the culture and civilization generation and the planet generation (complete with biodiversity etc). All of that is pure gold.
In the end, I think it's a great product and worth the cost even if you don't plan on playing Mindjammer. That's due to the inclusion of more augmentations, new items, and a SUPERB section on system, planet, civilization, culture generation.
But I don't think the mechanics or the "feel" translate well into Traveller mechanics... it feels too contrived and bland. Not to mention, there are a lot of things that just don't fit, aren't explained or don't really make sense. Maybe I'm missing something but, after reading Eclipse Phase, there were myriad possibilities humming in my brain of how to use the Mesh/Mindscape to do things. The mechanics provided more options and inspired new uses. I'm just not getting that feeling here. After reading it, I'm not getting a good idea of how to use it in more ways than the four or so presented in the book.
The various "transhuman" aspects I expected (morph/avatars, mindscape icons, remote piloting vehicles or equipment... using your consciousness to inhabit and utilize things) are either not there or just poorly implemented. For me, this is the whole point of playing one of these types of games.
I'm not an expert on the transhuman genre so maybe I'm missing a lot. I see it more as a resource for Traveller 3I or maybe a homebrew setting than anything else. But the game doesn't crank me up. The setting does but not much else.
-I have decided that this book is really, really cool. It's a huge resource for the cost (400pg). It should also be noted that it is beautiful. Tons of imagery, great layout.
-The system generation, culture generation, civilization generation are all things that could really add color to any type of Traveller game. It really shines in this setting where culture and discovering lost worlds plays a huge part in the game. The generation sequence is on-par with First In. The culture and civilization add-ons create really interesting places to visit.
-Character generation is fairly fun (like most Trav games) and some of the Events/Mishaps are interesting. It is pretty lop-sided though. Basically, all you want to do is roll up one Longevity package and call it a day. You get 8 skills, a quarter million dollars and some other goodies. Chargen done! Compare that with a Term...
-The different character types (culture and genotype) are... tolerable. The synthetic and xenoform genotypes are pretty bland. With synthetics, you still have to roll for attributes, there is no real "cool" factor in playing one since they rarely differ from organics. The xenoform (uplifted animals) suffers from the same problem. You add a Trait or two and then generate character normally. Again, no real feeling of playing something different.
-The system is highly skewed to playing humans from the dominant polity, the Commonality. They get massive bonuses off the start.
-Aging and Longevity make no sense. Basically you start at 18, then get a Longevity Package (+50), so now you're 68 but physiologically 18. Then you do regular Terms and get a chance for another Longevity package. But you do suffer from Aging now but not when you get Longevity packages so you have to keep two tracks going. Not to mention, it's like you don't age for 50 years and then all of a sudden start aging again. And considering Longevity is an Augmentation, it would seem you could buy it every Term and avoid aging altogether. They should have just come up with something different... it doesn't translate well with Traveller chargen mechanics.
-I found a use for the +250,000 Augmentations. You can get Avatars (bodies you control remotely) and can boost them with Augmentations. But you can also put the same things into your own body so it's kinda repetitive. And the list is fairly basic... it's bigger than CSC but still lackluster.
-Again, Avatars need to have their stats rolled... pretty lame. There should be a construction mechanic for building your Avatar. Different models base or advanced to choose from. They're really not covered in any detail.
-To use your Avatars you need the Mindscape so you're confined to using them on advanced planets. If you're exploring a lost colony or unknown world or even on a low-tech planet, you can't use your Avatars... which means your sentient Ship character is going to be sitting around twiddling his thumbs.
-My concept of Transhuman and this genre comes from Eclipse Phase so maybe it's skewed but the slipping in and out of different bodies/shells is part and parcel of the genre. Mindjammer makes it fairly uninteresting and the Avatars are... one-dimensional? Boring? I don't know the right word. I do know that after making a character and its morph (avatar) in Eclipse Phase, I couldn't wait to get out to try it. After making a few of them here, I simply shrugged and moved on to the rest of chargen.
I mean... why does it cost 100,000 per point of STR? Sure, for a biological organism it makes sense. But not my robot body?!
Mindjammer does not allow imprinting memories or an actual identity into other forms. At first, I liked this since it cut down on the "unkillable" aspect to some extent. But, the more I think about it, the less I like it when it's such a big part of the genre. So you can't fork into multiple bodies. You can't use an Avatar without your character laying down and "going to sleep" while operating it. You can only control one form at a time.
I bought an Avatar for my Sentient Ship since it would make sense in an adventuring group to let the Ship stretch his legs from time to time. But the more I read, the less likely that this is possible since transferring from a Ship to a Synthetic humanoid causes massive stress and possible mental illness. But I figure remote controlling a humanoid body shouldn't cause that... and the book says they use Avatars... no real answer there. And, again, Aging is not really a factor with these characters either so why is it included as a game mechanic?
-Economics/Resources/Buying- All of this covered in amazing detail. Again, you can totally see that the writers know exactly what they're talking about and lay it all out. It meshes well and grants the possibility of your typical Traveller merchant campaign. I don't know, maybe it works... Tracking different economic systems seems like one more thing that doesn't pay dividends for the work it requires.
Not to mention, I don't like their handwave of "sure you could build it from nothing but sometimes its easier/cheaper to construct it somewhere else, buy it from someone, ship it across space" to justify continued trade. It's quite a handwave.
-Setting is very, very cool. I really like it.
-Ships and Ship Construction-They made a bunch of changes to ship construction and it seems really neat. The ships included are good and the different things you can put into them provide some neat ideas.
-FTL and Gravity drives, they crank up the Mdrive to 100g/200g/300g etc. The FTL drive works decent and there's no fuel so that's cool. Not sure how that pegs with the aforementioned economic stuff but they did change costs/ticket prices etc. So maybe it works.
-The Mindscape (Mesh/Internet etc) is... lukewarm. You have a new skill to use it. You apparently only need that skill for a few uses since Investigate and Recon are used just as much. Maybe it acts as a cap? Not sure, it doesn't say so in the rules. Honestly, it isn't very cool or evocative. It's just this thing that lets you send messages, engage in mental combat sometimes, and access the memories that dead people have uploaded into the ether. Maybe I'm missing something. It's like Facebook in the future for all I can tell.
-There is a whole section on Organizations which are a new Contact. This is also VERY cool. You build it up with points, there's a mechanic for getting aid and equipment from them. It could be ported (and SHOULD be) into any Traveller game.
-The real gem in this book which makes it worth getting for any Mongoose Traveller fan is the expanded stellar system generation, the culture and civilization generation and the planet generation (complete with biodiversity etc). All of that is pure gold.
In the end, I think it's a great product and worth the cost even if you don't plan on playing Mindjammer. That's due to the inclusion of more augmentations, new items, and a SUPERB section on system, planet, civilization, culture generation.
But I don't think the mechanics or the "feel" translate well into Traveller mechanics... it feels too contrived and bland. Not to mention, there are a lot of things that just don't fit, aren't explained or don't really make sense. Maybe I'm missing something but, after reading Eclipse Phase, there were myriad possibilities humming in my brain of how to use the Mesh/Mindscape to do things. The mechanics provided more options and inspired new uses. I'm just not getting that feeling here. After reading it, I'm not getting a good idea of how to use it in more ways than the four or so presented in the book.
The various "transhuman" aspects I expected (morph/avatars, mindscape icons, remote piloting vehicles or equipment... using your consciousness to inhabit and utilize things) are either not there or just poorly implemented. For me, this is the whole point of playing one of these types of games.
I'm not an expert on the transhuman genre so maybe I'm missing a lot. I see it more as a resource for Traveller 3I or maybe a homebrew setting than anything else. But the game doesn't crank me up. The setting does but not much else.