What would make me happy would be if MGT fans answered the question I asked a while ago:
What is MGT's "zip"?
What makes it sing?
What's the wow factor?
What are some of its "OMG Awesome" moments?
Put another way, how is MGT not just another game with a more or less workable ruleset on a bloated market that's coasting on a big name from the past to lend it the luster that it itself does not seem to possess?
Note these are actual questions. I'm asking for real, concrete answers, answers made salient using as many examples in as much detail as you wish.
I'm not sure that I qualify as a fan since I don't own MGT, but I would like to take a shot at this question.
Right now I play on "Cherylkin - Military Endeavour" in the PbP section of COTI - which is about to be run using MGT. My Heavy Weapon character (L/Cpl Marion 'Casper' Lawrence) has just been assigned Battledress with a Vulcan Minigun (2D6 x 100 round burst) to stomp on some TL 10 insurgents in a border 'cold war' scenario. My experience with Classic Traveller Mercenary seldom extended beyond Character Generation, so I am not an expert ... but Damn! It sure feels like Traveller to me.
I am looking forward to seeing whether the high ROF/low damage is effective against the enemy or not. Will I mow through soft targets or run into trouble with enemy bunkers? How will my Battledress stand up to RPG attacks?
Some of the weapons have been tweaked from the CT:Mercenary values. I have no earthly idea which version is more 'accurate' compared to real world weapons, but as an initial observation, I think I like the mix of values. There are some real and legitimate tradeoffs - Single shot with high damage, short burst with medium damage or high ROF with low damage. The old weapons seemed to cluster into small pockets of values that (IMHO) offered far less meaningful choices.
Simply put, I am excited to see what happens next.
Isn't that the essence of Traveller?
It was in 1981 when I started playing.