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Ok, I have the Playtests/1st Printing of edition of 2nd edition and that's pretty much it, what would y'all add?

infojunky

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Peer of the Realm
The title is the question.

Ok, I have the Playlets/1st Printing of edition of 2nd edition and that's pretty much it, what would y'all add?
 
I've got no idea what changes there would have been between the playtest version and the current edition. Mongoose currently have a "starter pack" of the Explorer's Edition and two adventures (Stranded; Death Station) available for free on their store (possibly on DTRPG as well?). The Explorer's Edition is a cut down version of the Core Rulebook with just two career paths (Scout; Scholar), one ship (the Type S) and all of the rules apart from ship design; it's also missing the vehicles "shop" section.

If you can wait for the next time they have an offer on Bundle of Holding or Humble Bundle, you should be able to pick up the Core Rulebook and Central Supply Catalogue along with several other books dirt cheap as PDFs; those are the two books I would suggest as being must haves. After that it would depend very much on what you are after.

High Guard - ship design
Vehicle Handbook - vehicle design (but wait until next year as a new edition is currently being worked on)
Robot Handbook - robot design
World Builder's Handbook - detailed star system creation
The Traveller Companion - lots of alternative/additional rules

Sector books - most of these cover two sectors with background fluff about the sector and a chapter for each subsector; they usually include some examples of ships, vehicles, equipment and alien species likely to be found in the sector. The Great Rift box set includes 5 sectors (Corridor, Reft, Riftspan Reaches, Touchstone and Afawahisa); Priates of Drinax contains the Trojan Reach sector; and The Third Imperium covers Core sector and a lot of fluff about the history and organisation of the 3I. With the exception of Core sector, most cover border regions.

Fluff books - several of these:
Example starships - Small craft Catalogue; Adventure Class Ships; Traders and Gunboats.
Fifth Frontier War - so far two fluff books and two adventures/campaigns (three if you include Whispers on the Abyss as a precursor)
Starship Operator's Manual - a modern take on the MT era classic
JTAS - 12 volumes available on the store and another 6 to come from the recent Kickstarter

Adventures/Campaigns - a wide variety. Spinward Marches and Trojan Reach are probably the best served in terms of numbers.
 
Part of my question is what has changed since the initial rollout of 2nd edition.

I was in the play-test for it years ago, pondering if a new copy of the core rules would be worth it.
 
As I mentioned, the starter pack is currently available for free:


That should give you a good indication of what (if anything) has changed from the playtest.
 
The 2022 gives you a ship design chapter that is not in 1ed 2nd edition. Sorry Mongoose, you caused this.

Why not call the 2022 update MgT 2.1.

The character generation pages are a lot easier to navigate, the art and layout are an improvement.
Cool that is sort of answer I was looking for for the core rules.
 
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