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So - why would you chose CT over MgT?

I logged in to amend my previous statement, and found that Wil already got to it.

I do have something else to add, however: for all its brevity, CT was still rather complete. I know of many RPGs today which don't have a way to design animals, starships, star systems and subsectors, for example. Maybe that's nerdy, but... well...

Now if Marc had included vehicle combat too, I would have been even happier, Supplement 6: Vehicles would have been great :), actually he could have put out a vehicle rule book instead of Robots, which I had no use for at all.
 
There is nothing wrong with that, but keeping an open mind is worth it. While many of the CT faithful don't admit it, CT has its holes, points of frustration, and outright errors. Many of these can be patched with the solutions found in later editions, but you have to be open to the idea first.

Don't like your group working to get two ships out of character generation just so they can sell one? Look at TNE or Mongoose for the idea of "Ship Shares".

Want to run a ships game but only one guy makes a character with any ship skills? Look at Mongoose for "Campaign Skills".

Frustrated with the half-century out of date astronomy that went into Book 6? Look at anything after TNE for better star generation (not perfect, because nothing is).

Tearing your hair out doing world details with Book 6? That was redone several times.

Want a way to represent an old ship? TNE has Condition and Repair rules that will drop into other editions.

Want the Gazelle to make sense? Oh, sorry. That has only happened in TNE, where hardpoints per hundred tons are not a design factor.

MegaTraveller pared down the skills list a bit from the crawling chaos that is CT Books 4-7.

Mongoose did away with volume for the Ship's Computer. Still has a price tag, though.

Want other ship-building options? TNE, T4, T20, Mongoose, and T5 all have bits and pieces that can be added.

And after all of these, you are still playing CT, with its wibbly task system, armor making you harder to hit, and everything else. CT asked the Referee to do a lot of customization, but that doesn't mean you have to re-invent the wheel.
 
Sorry for the necromancy but, I have only one version of traveller and that's classic. So I guess some one made the choice for me.

I don't have T5 yet so can't comment on it.

Between CT and MgT, I much prefer CT. I only bought MgT bc I found that Mongoose had used it as the rule base for their re-issue of 2300AD. I like the new 2300AD very much, and was disappointed that I had to buy MgT to fill in some gaps in the rules.

I will buy T5 when it is available by PDF download, but don't know whether I will be switching to it or just using parts of it with CT (I tend to houserule a lot anyway).
 
I am also broker than a church mouse, so unless the books become free or something I dont mind playing with old toys. That said I was wondering whete the alien creation rules are.
 
Well, I purchased Mongoose Traveller so that I could fully understand the Attack Squadron: Roswell module, which uses it. It does remind me some of Classic, but the advantage to Classic is that it is simple to understand and use.

While you get a means to design animals in Classic, there are no ready ways to design aliens. Those I work at from scratch anyway.
 
Well, I purchased Mongoose Traveller so that I could fully understand the Attack Squadron: Roswell module, which uses it. It does remind me some of Classic, but the advantage to Classic is that it is simple to understand and use.

As a side note, I've actually found that knowledge of CT makes MgT harder to understand sometimes. Paradoxically, CT knowledge helps other parts of MgT make sense, because they are familiar to CT players.

Space combat is a good example. CT's rules for managing your ship's computer (which in turn informs what options you have in the turn) is very different from MgT's system, where the computer can assist or replace crew positions, but is not required for most combat tasks.

Personal damage is another. In CT, your level of wounding is related to how many stats you have reduced to zero. In MgT, it's how many stats are reduced at all. So the CT practice of "spreading the damage around" in hopes that you won't go unconscious is actually a terrible idea in MgT. But then again, CT allowed you to place each D6 of damage on a different stat, whereas MgT requires you to consider the whole attack roll as a lump sum (reduced by armor, of course).

So it works out, even though CT players might at first make bad choices about where to take their damage points.
 
A better question for me would be, Why would I drop playing CT and pick up Mongoose?

Since I've been enjoying CT for decades, my reply would be, "What?" and "Who are these Mongoose guys that I should abandon my game for their ideas?"

Yeah, it's not even a question for me.
 
I prefer the re-booted 3rd Imperium that Mongoose did. I have a better idea of what nobles do now and how they relate to everything and every body. Worlds no longer have that Imperial culture of sameness like they did in 1982.

And I don't have to own or reference any previous versions of Traveller. In fact, if Mongoose doesn't mention something about the Imperium, I can do whatever I want there. I'm not anchored with a lead weight or ball and chain as to what Classic Traveller books may have said 30 years ago.

On the reverse side of the coin, if I were to play Classic Traveller (I've avoided it for a couple decades because of its mechanics), I would use only Classic Traveller books and not even mention or look in Mongoose books. But that would be like finding myself trapped in an alternate reality.
 
I prefer the re-booted 3rd Imperium that Mongoose did. I have a better idea of what nobles do now and how they relate to everything and every body. Worlds no longer have that Imperial culture of sameness like they did in 1982.

Interesting that you thought that in 1982. My worlds always had their own character. And, The Traveller Adventure is a good example of how CT worlds are all very different: from the single mined out city of Aramis on Aramis, to the religious fantatics on Pysadi, to the Vargr refugees on Jesedipere, and the troubled balkanized world of Aramanx, with it's wars, to the Tukera owned Natoko, which is much different than the Tukera owned estate world of Lewis....

On the reverse side of the coin, if I were to play Classic Traveller (I've avoided it for a couple decades because of its mechanics), I would use only Classic Traveller books and not even mention or look in Mongoose books. But that would be like finding myself trapped in an alternate reality.

I tend to stay within editions, too, with little crossover.
 
I've found sections in various MgT supplements that are taken verbatum from earlier versions of the game, all the way back to CT. One reason I'd choose CT is because I already own all of it and don't wish to invest in another version.

Having said that, MgT does have some reasonable "fixes" for areas where CT was a little rough.
 
Now if Marc had included vehicle combat too, I would have been even happier, Supplement 6: Vehicles would have been great :), actually he could have put out a vehicle rule book instead of Robots, which I had no use for at all.

For me, Striker is the Vehicles book(s) as it has design sequences for them, and combat. However robots, when big and mobile and armoured enough, are vehicles anyway; robot brains controlling vehciles and ships blur the line. MT did a fair job of integrating them all together.
 
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