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OK. Sell Mongoose Traveller to me...

I've kept MongTrav at an arms length now for a while, but after reading omn these forums I'm getting a little interested (it's Traveller after all :-D). So, please tell me why I should buy this game and why you'd recommend it....
 
The basic strength, for me, of the Traveller line that holds up under any scrutiny is the character generation rules. They have been expanded out and augmented by some new ideas, whilst still retaining a classic feel. Every single group I have come across loves these rules when they try them out. The other rules are OK too, but mostly adapted from previous editions, but it's the chargen that makes you want to play.

I like the fact that the game has opened up in different directions - you can still play it with the OTU in mind, but now you can also consider other settings and styles. I am really looking forward to the 2000AD titles, like Judge Dredd, as well as keeping an eye out for 3rd party projects, of which one or two are starting to pop up now.

I like the fact that the books are getting into shops and seem to be selling alongside D&D and WoD again. I think this could accelerate if the support is strong.

I like the fact that it goes back to the roots of Classic Traveller, by making a simple, accessible 2D6 roll high game system, without loads of frills and crunchy bits.
 
I've kept MongTrav at an arms length now for a while, but after reading omn these forums I'm getting a little interested (it's Traveller after all :-D). So, please tell me why I should buy this game and why you'd recommend it....

It's a good reworking of the classic, traditional Traveller rules. It takes them, improves on them, updates them, and consolidates the evolved, key concepts into the core book. The characters and equipment are largely compatible with "classic" Traveller; they are certainly immediately recognizable and familiar.
 
I wouldn't call if the game earth shattering if you've played for 20-30 years. It is, however, a simple, unified system that can be used for Traveller or for different types of games. Combat is remarkably simple filling only 9 pages (as compared to say D&D where you need 3 books to tell you how it works). Making new careers, combat options, etc is relatively simple and easy to balance. Making NPCs takes A BOATLOAD LESS time then d20. World and Subsector generation is quite simple. Plus Mongoose has a larger distribution system and advertising network then any other previous Traveller publisher (so new players are easier to find).
 
I thought character creation was real nice. If your not looking to 'add to the collection' of your Traveller books, tho, the Pocket Edition might be better for the bank account.
 
"Improves" them? "Updates" them? "Consolidates" them?

Bite your tongue, Rob!!:eek:o:

Getting pretty close to thread crapping here. He's asked for good stuff about it. If you don't have somehting good to say, say nothing on this thread, please.
 
There are some parts of MGT that are considered improvements on the original...most people I have seen comment on this feel that the character creation is an improvement.

Allen

I quite like the CGen, ship design, and Trade and Commerce. All three are very nicely done, and easily swapped into CT or MT.
 
I quite like the CGen, ship design, and Trade and Commerce. All three are very nicely done, and easily swapped into CT or MT.

I would agree that these are the best parts. I do like the combat system in general. even though the weapon damage and armor rules could use some tweaking. So far, they have caused no real issues in the games I have run.

Allen
 
Thanks you all for valuable input. Actually, I ordered the core rulebook the other day.

From my experiences with Mongoose RuneQuest I think this will be a nice reading :-D

And hopefully I will be able to scrape some players together for some gaming too...:)
 
I've been toying with getting the Pocket Edition myself, but according to the MGP page for it, it looks as if its not out yet. For those who have/intend to get the PE, please let us know about the quality of printing/editing.

The reason I request this is because a few years ago I purchased the pocket edition of the Conan RPG rulebook and was shocked at the very poor editing done on it (repeated text, missing text, etc.).

Is there a thread here that goes into the crunchy details about what separates MGT from CT?
 
Several, in fact. Most are riddled with complaints about it, however.

Essentially, only world generation is the same; everything else has mild to severe changes. (MT is actually mechanically as close.)

The feel, however, is fairly close to CT.
 
And world generation is one thing that could really do with revising.

This is pretty much true in CT as well. Unfortunatley, this stuff requires approvals...and even some minor changes to the UWP's in the Spinward Marches to make some of them conform to science a bit better were shot down...as well as the correction of a long-standing typo in a world name...by Marc.

So...probably not happening yet. The MGT rules do include a sidebar about adjustments you can make...but that's probably as good as it is going to get.

Allen
 
Got the core book yesterday :) I haven't had time to read it properly, but the first impression from a quick browse is clearly positive. Yes, it's got that "Traveller" feeling. Definitely!
 
Character Generation is a Hoot.... Do it with the entire group if possible, the conections bits make this a wonderful group building exercise.

The "advanced" character options in Mercenary and High Guard add detail, but don't over strip characters generated with just the basic book.

There are some typos... But nothing that will make the game unplayable as it stands.
 
There are some parts of MGT that are considered improvements on the original...most people I have seen comment on this feel that the character creation is an improvement.

I think chargen is a substantial improvement. The only caveat being that advanced education options are conspicuously absent.

Chargen puts just enough detail into backgrounds, adds character background linking and informed shoring up of skills to compensate for the random nature of chargen.
 
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