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So - why would you chose CT over MgT?

Depends entirely on what you define as CT core. The first three LBBs are pretty simple and any niggling details can be safely overlooked without really hurting anything. A few of the other books in CT are also simple, then there's ones that aren't. You really don't need anything beyond the core although some of the additional material makes for nice filler.
 
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Depends entirely on what you define as CT core. The first three LBBs are pretty simple and any niggling details can be safely overlooked without really hurting anything. A few of the other books in CT are also simple, then there's ones that aren't. You really don't need anything beyond the core although some of the additional material makes for nice filler.

Without hurting anything except compatibility with others doing the same thing... and players' ability to interface with the game universe by comprehension of the rules.

I consider ONLY the 3 LBB's or TTB or ST to be "Core" - and there are a LOT of niggling details in both skills and combat. Overlooking those can drastically alter the look and feel of the game. Which ones one overlooks can alter it.

For example: most of us ignore the system for dogfighting buried in the Ship's Boat skill entry. But in a game using it (and it's RAW), fighters suddenly are much more potent, and carriers can become queens of the high guard - under core rules, at least.

Another example is the method of assigning hits to stats... exactly HOW one warps from what's written is a major impact.

Some randomize each weapon, wiping out the stat, then randomizing for the next batch of that weapon's damage, until things run out. Others randomize each die and any plusses go on one die; some randomize the plusses as a separate die (non-issue for CT2E - 1981 and later). Others randomize only the first hit in a combat, and let the player's assign all other hits, either hit by hit, damage point by damage point, or die by die. Me, when I run CT, first hit I randomize die by die, negatives are negatives (and affect temp level after treatment)... and players can assign all but the first die of each remaining hit. Yeah, I'm not running RAW there... but almost no one running CT is.
 
Let me rephrase, I've never found any differing interpretations of the niggling details to be a practical problem in any of my role playing experiences. Its just not that big of a deal.
 
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Let me rephrase, I've never found any differing interpretations of the niggling details to be a practical problem in any of my role playing experiences. Its just not that big of a deal.

most of my available players during my CT days, it didn't either... but since then, more and more of my player base have been rules-lawyering types, including myself. So they are important. Because if they aren't specified up front, SOMEONE will whinge on about it.

You may have been lucky enough to have no rules-lawyer types, but I certainly wasn't.
 
Let me rephrase, I've never found any differing interpretations of the niggling details to be a practical problem in any of my role playing experiences. Its just not that big of a deal.

most of my available players during my CT days, it didn't either... but since then, more and more of my player base have been rules-lawyering types, including myself. So they are important. Because if they aren't specified up front, SOMEONE will whinge on about it.

You may have been lucky enough to have no rules-lawyer types, but I certainly wasn't.
 
When I run a proto-Traveller game I use LBB1-4 (but not Merc character gen) and sup 4 as my core rules.

If I use the rules as they are written then I break out one of my gaming treasures - an index card deck with every skill on a separate card with resolution mechanics and sub games (like the ship's boat skill Wil mentioned) highlighted.
 
Ditto... IIRC, there is explicit mention in the rules that they are just guidelines or some such. In games like dice and cards were rules can cover every eventuality there is no need for a referee - but RPGs are not so.

Allowing rules lawyering is a slippery slope with no real end.*

* Rules creep analogy:
Man grows fruit tree.
Neighbor helps himself to fruit -> Law against taking fruit from tree
Neighbor takes fruit fallen on ground -> Law amended against doing so
Neighbor extends ramp to catch falling fruit -> Law updated for this trespass
Neighbor builds huge fan to suck fruit to his yard...

Results in general law against contriving to take neighbor's fruits.

High wind comes by and deposits man's fruit in neighbor's yard -> neighbor sues for littering his yard...​
 
Rules lawyers have never been a problem in my games.
Not for long, anyhow... :devil:

Yeah, round here, people who don't play with Rules-lawyers tend to wind up playing solitaire.

GM's who take the "My way or I kill your character" route VERY quickly run out of players up here. Long winters, and flaring tempers due to it, tend to make tolerance for the kind of BS your post implies non-extant.

Most rules-lawyers up here can be appeased by house rules as contract. Which made CT gaming interesting... as the first thing new-to-group players asked was exactly which rules were in use, which were ignored, which were modified...

... if we'd had eBooks back then, every group would have had custom rulebooks. Heck, my Ref Did. (Ok, so his was due to being too broke to actually buy the books...) But he made certain that, if we wanted to know how things worked in his version, it was written down. And he laboriously hand copied his house-ruled alien and character gen tables for us. Which I've still got, somewhere, I think. And, of the 5 players, 3 bought lots of stuff from GDW.
 
I think he means more along the lines of 'what's good for the goose is good for the gander'. ;)

Play by the rules - die by the rules. Abusing rules can easily go both ways (in part, what I was demonstrating above).

Putting everything down in writing sounds great - but easily becomes trying to put out a fire with gasoline.

The best defense against rules lawyering is having fewer rules - and making the game so fun without them, that the type is too distracted to exhibit their undesireable habits. My players never had the rulebooks (or were like minded Referees). In online games I've played, Referees are typically very explicit up front about the books they are going to 'allow' in the games and which parts they are not following.
 
Yeah, round here, people who don't play with Rules-lawyers tend to wind up playing solitaire.

GM's who take the "My way or I kill your character" route VERY quickly run out of players up here. Long winters, and flaring tempers due to it, tend to make tolerance for the kind of BS your post implies non-extant.

Isn't your use of 'BS' a little inflammatory? No offence taken, though. :)
I sympathise with your lack of players and the difficulty of handling their dispositions, but I tend to agree with BytePro below.

Personally, I never engage in "My way or I kill your character", that tends to get people's backs up very quickly. I just use the original CT concept that the rules are a loose framework that the Referee uses to build a coherent world. The rules-light nature and especially Rule #1 - "The Referee is always right" is made explicit in my games. I find that if the Referee's decisions are fair and consistent most players accept that. The few that don't usually leave of their own accord. I don't think I've ever had to ask a player to leave, but that would be the next step.

Most rules-lawyers up here can be appeased by house rules as contract. Which made CT gaming interesting... as the first thing new-to-group players asked was exactly which rules were in use, which were ignored, which were modified...

... if we'd had eBooks back then, every group would have had custom rulebooks. Heck, my Ref Did. (Ok, so his was due to being too broke to actually buy the books...) But he made certain that, if we wanted to know how things worked in his version, it was written down. And he laboriously hand copied his house-ruled alien and character gen tables for us. Which I've still got, somewhere, I think. And, of the 5 players, 3 bought lots of stuff from GDW.

Sounds like far too much work for me. I have reams of house rules, but I only post the main ones in a game. So far, I haven't needed to publish tomes - I have enough players who are happy to play in a coherent and consistent universe without needing to know what the underlying rule structure is. When they need to make a roll, I tell them what the required roll is, and if it sounds reasonable (which it should be if I've done my job right) they accept it. I play very much seat of the pants - but fairly.

Putting everything down in writing sounds great - but easily becomes trying to put out a fire with gasoline.

The best defense against rules lawyering is having fewer rules - and making the game so fun without them, that the type is too distracted to exhibit their undesireable habits. My players never had the rulebooks (or were like minded Referees).

Exactly. You can end up writing rules and then rules about the rules, and then explanations of why the rules were made that way, and then discussions about the relative merits of alternative rules, and then...
And each point is an opportunity for dissent, argument and distraction.
I use the rules to create a universe. The players and their characters interact with the universe, not with the rules.
 
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The players and their characters interact with the universe, not with the rules.
Well put - I think I'll snag that as the motto behind the rules I am currently working on!

Has me thinking about how MgT rules discourage Players from attempting things just because they lack skills. Players tend to balk at the -3 penalty (even with stat DMs). So, instead of 8+ with -3 unskilled DM, call a Routine check 11+ with +3 DM for skill along with +skill level. The odds are exactly the same, but the connotation is quite different. Says one has over an 8% chance of success - vs. - nearly a 92% chance of failure.

Also makes a level-0 skill sound a lot better (+3 bonus).
 
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So, fellow CT-ers, help me feel it. Why would you chose to run a game of Traveller with CT rather than MgT? Acknowledging that you have both?

I like that Mongoose Traveller has more defined rules, so that players can figure things out without the referee having to do nearly everything. Mongoose Traveller explains how to calculate die modifiers for skill rolls. Classic Traveller only hints about DM use.
 
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There is a section in The Traveller Adventure about skill use, DMs etc. that should have been included in The Traveller Book and Starter Edition (pages 28 and 29 in case you have it) - since they were all written around the same time.

Failing to do that it would have made an excellent article for JTAS.
 
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Skill rolls in CT are for unusual situations more so than not. Ex: Pilot checks would only be used for unusual landings, not every landing.

And check out the ATV skill, for example - its not required to use an ATV in routine circumstances. It does provide benefit when repairing, off roading, and high speed chases.

MgT DMs give players a little more do go on (min/max over ;)), but Refs still need to determine difficulty DMs and what is applicable. A player can calculate percentages based on 2d6 and DMs to a degree that a PC would not. From an ingame perspective, this can be too informed... metagame, it can distract from the 'immersion'.

CT just didn't have many DMs to worry about. The lack of a universal system is a blessing in this sense. (And a curse in others).
 
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