Well, I have 'actually played' it, and have a campaign set up now on the strength of the playtests I have run. I've managed to involve first time roleplayers, as well as interesting older players who still remember the old box set from the 1970s.
The campaign I running now has involved a group of fairly mercenary characters who, by fortune of their character generation rolls, own two free-trader space vessels (one has been stolen by an unknown agent now though!), and a decent level of wealth between them. Although the character generation was totally random, the various add-on elements to the system that garner some specialised skills in particular vocations (including basic trained level 0 skills, specialist skill packages and the connections rule), the players each managed to develop specific archetypal characters of their choice - a soldier, a rogue/nobel, a scientist, and a spy/sniper.
With different groups, I have overviewed about 40-50 character generated under this system, and it has managed to generate fun, interesting characters each time. Yet, even though the system is randomised, players still are given autonomy over their choices, and still manage to be able to get characters to fit the particular type of character they want. The iron man option was pretty "pointless", however, whilst one player (out of 8 who have played it on/off) prefered the points buy (which works fine, if you like that sort of thing).
In short, I would argue that Mongoose Traveller has taken the Classic Traveller model, and has refined it into the best character generation system in any rpg I have ever played. I still have some issues over the names of various assignments, and so on, but these are pretty cosmetic really. My experience has it at an A** level.
The combat system does take some getting used to, and in the first couple of sessions there were some players not liking the way initiative was set up - or even the notion of placing dice on maps, etc. However, once we got used to the idea of initiative essentially being a tool to manipulate your attack roll (aim well, or rush it), the players did come on board happlly. I don't agree with the extent of the criticism laid down about the effect rolls, although we did find that we could speed up certain aspects of combat by cheating a bit. I never bother giving NPCs bonuses on dice rolls for example (unless they are important), and usually roll just one set of dice for all of them at once. In pretty much all the sessions we have played, we have run at least a couple of set piece combats, btw.
What is good about the system, however, is the players start thinking tactically about combat - planning ambushes by choosing terrain, etc, ahead of the actual conflict itself. That is surely a good thing - and regardless, the system is pretty fast. The idea of having initiative counters in a tick scale (like Feng shui), could be a good idea though. In terms of the dice rolling outcomes being dodgy, well, to be honest, if players assume that any shot will potentially maim them anyway, the actual stats regarding how high the effect roll levies at, is pretty much a secondary issue. If there hadn't been all the raving about the time/effect stats on this site, our group wouldn't have even noticed (and we've played, what 10 sessions!?).
The only real section that our group didn't like was the starship design, which both confused and bored the players, and some of my family members who tried it out over christmas with me. Starship combat has also been slightly more difficult to get your head around. Most of the problems, in these sections are more to do with paucity or lack of clarity in the explanations, however, and I am hoping that these things get resolved.
The latest aspects of playtest - the psionics, trade and planetary designs - have not been playtested much in our game, because they haven't really come up in the story much (it's modelled on a Le Carre-style spy thriller - but occasionally lapses into Paranoia-esque comedy, strangely). However, I do welcome some of the scientific-based revisions being mooted on the Mongoose forums for the planetary design currently, and the other two systems don't seem particularly controversial to me.
In all, though, I am really looking forward to the game, and think it's the best version of the game that we can currently hope for, notwithstading T5, which I haven't made my mind up on yet (considering I've got so much Classic reprint/CD-Rom stuff I still haven't got through completely, yet - do I really need that much more?). It's definitely better than T4.
The campaign I running now has involved a group of fairly mercenary characters who, by fortune of their character generation rolls, own two free-trader space vessels (one has been stolen by an unknown agent now though!), and a decent level of wealth between them. Although the character generation was totally random, the various add-on elements to the system that garner some specialised skills in particular vocations (including basic trained level 0 skills, specialist skill packages and the connections rule), the players each managed to develop specific archetypal characters of their choice - a soldier, a rogue/nobel, a scientist, and a spy/sniper.
With different groups, I have overviewed about 40-50 character generated under this system, and it has managed to generate fun, interesting characters each time. Yet, even though the system is randomised, players still are given autonomy over their choices, and still manage to be able to get characters to fit the particular type of character they want. The iron man option was pretty "pointless", however, whilst one player (out of 8 who have played it on/off) prefered the points buy (which works fine, if you like that sort of thing).
In short, I would argue that Mongoose Traveller has taken the Classic Traveller model, and has refined it into the best character generation system in any rpg I have ever played. I still have some issues over the names of various assignments, and so on, but these are pretty cosmetic really. My experience has it at an A** level.
The combat system does take some getting used to, and in the first couple of sessions there were some players not liking the way initiative was set up - or even the notion of placing dice on maps, etc. However, once we got used to the idea of initiative essentially being a tool to manipulate your attack roll (aim well, or rush it), the players did come on board happlly. I don't agree with the extent of the criticism laid down about the effect rolls, although we did find that we could speed up certain aspects of combat by cheating a bit. I never bother giving NPCs bonuses on dice rolls for example (unless they are important), and usually roll just one set of dice for all of them at once. In pretty much all the sessions we have played, we have run at least a couple of set piece combats, btw.
What is good about the system, however, is the players start thinking tactically about combat - planning ambushes by choosing terrain, etc, ahead of the actual conflict itself. That is surely a good thing - and regardless, the system is pretty fast. The idea of having initiative counters in a tick scale (like Feng shui), could be a good idea though. In terms of the dice rolling outcomes being dodgy, well, to be honest, if players assume that any shot will potentially maim them anyway, the actual stats regarding how high the effect roll levies at, is pretty much a secondary issue. If there hadn't been all the raving about the time/effect stats on this site, our group wouldn't have even noticed (and we've played, what 10 sessions!?).
The only real section that our group didn't like was the starship design, which both confused and bored the players, and some of my family members who tried it out over christmas with me. Starship combat has also been slightly more difficult to get your head around. Most of the problems, in these sections are more to do with paucity or lack of clarity in the explanations, however, and I am hoping that these things get resolved.
The latest aspects of playtest - the psionics, trade and planetary designs - have not been playtested much in our game, because they haven't really come up in the story much (it's modelled on a Le Carre-style spy thriller - but occasionally lapses into Paranoia-esque comedy, strangely). However, I do welcome some of the scientific-based revisions being mooted on the Mongoose forums for the planetary design currently, and the other two systems don't seem particularly controversial to me.
In all, though, I am really looking forward to the game, and think it's the best version of the game that we can currently hope for, notwithstading T5, which I haven't made my mind up on yet (considering I've got so much Classic reprint/CD-Rom stuff I still haven't got through completely, yet - do I really need that much more?). It's definitely better than T4.
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