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New To Traveller

I didn't fall off the turnip wagon yesterday. :) But from browsing these forums, so far it seems to me that most of the "strong feelings" are about the setting changes--the rebellion, the new era, etc--not the rule mechanics. Even for T4, I haven't seen any criticisms of the rules themselves, just the frequent typos and layout problems.

Let me put it another way:
Which edition creates the most characterful and interesting PCs?
Which edition has the best starship/vehicle construction rules?
Which edition has the best combat system?
Which edition has the best task resolution?

I'm already familiar with GURPS and D20, so it's the unique rulesets I'd like to know more about--CT, TNE, T4, Mongoose.


Marian

The CT generation system creates wonderful characters. Certain sticklers for 'realism' can pick at it, but it's just exciting to me-- same with the original world generation system. People have made frighteningly complex versions of both, but in practice I don't see how the extra detail can matter so much in actual play. In theory, I'd like to take the charcters generated in CT and flesh them out with something like GURPS 4e. In practice, a paragraph of notes for clarification and a few level zero background skills is sufficient.

High Guard is the de facto standard for ship design, though Book 2 has its proponents.

Later versions of Traveller fail to provide easy pick-up-and-play trade/world-gen/combat systems. CT has its problems. I prefer to deal with the inconstencies and holes-- as opposed to making up the ultimate in unplayable realism systems. If you need to go whole hog into military miniatures rules, you've got Striker. Otherwise, core CT rules are sufficient for most 'Firefly' type scenarios.

Much has been made of the importance of task systems. I don't really see it. Of course, I'm happy with the standard pick a target... add a couple of modifiers based on the relevant attributes and the situation... and roll 2 dice and pray. I just don't see the force of narrative in rpg's really needing much beyond that-- again, unless what you really want is full-on military miniatures and true-to-theory economic modeling.

CT CT CT CT CT CT!
 
If you are new to Traveller I would recommend a simplier system. I think Classic (or one of the modern variants) is great for this.

There are other versions for gearheads (people that like to design complex equipment, ships, and so on) but be aware this takes a lot of time.

Personally I liked the T20 system (for the ease of play and the variants of feats and such) but I have too many gearheads for friends. I am a bit of a gearhead myself, but I have too many interests as it is.

For "classic" adventuring I really liked the Scout. One of my favorite characters generated with the New Era went to medical school (I have a couple of friends that guarantee a doctor was needed), then joined the Scouts. Toss in a term as a marine for a few combat skills and that is one versital character.
 
For me, MGT produces the most interesting characters, followed by MT, and then CT.

MGT is also the easiest to pick-up and run combat system. I don't like it, however. MT has the best combat system IMO, itself a variant on AHL/Striker, which I also find well done. T20 is equally as good as MT, tho' fairy different in many assumptions.

World gen is pretty much identical across all systems except TNE and GT.

Ive always preferred Bk2 ships; MGT is very close. T20 has the easiest to follow integrated craft system; MT and TNE are much more complex. I usually apply the MT craft rating system to them and use MT vehicular combat rules.

Trade systems: CT is very playable, but my preference has been T20 until recently, and MGT has surpassed it. Bk7 is too abstract, and MT, TNE, and T4 use the same as Bk7, but with a little bit of detail added. GT:FT is much too much detail in the wrong spots; the claims of playability seem to be hyperbole.

Task systems: MT's is my favorite of the lot. simple, works really well, flexible. T4's is the worst of the lot: inflexible, requires player knowledge of difficulty, cumbersome, and too heavy an emphasis on attributes.

other goodies: TNE's World Tamer's Handbook is a nifty economics system for building colonies. T4 psionics are best of the bunch.
 
T4 Pocket Empires is a must have if you want to model power politics, multi-world empires and interstellar war, but with one-year game-turns, it doesn't mesh well with PC-level action. I use it as a backdrop to local events and a means of modelling the strength (and inflexibility) of the Imperium.

<<Heresy warning:>>
I also mine Shadowrun for adventure ideas and lifestyle background.
 
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