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Rules Only: What edition are you running

What edition of Traveller Rules are you running now?


  • Total voters
    184
  • Poll closed .
Strictly my personal experience, but I have found that the rules for Classic Traveller, MegaTraveller and Mongoose Traveller are so similar and compatible that it is an almost trivial matter to either
. . . switch characters/campaigns from one rule set to another, or
. . . borrow rules from any system to apply on an as-needed basis.

Given the resources available for these three systems combined, I see this inter-compatibility as a significant beneficial feature.
 
Ok. have to update.

I am now (due to player input) using the following.

Mongoose character generation. (modified skills charts)
MegaTraveller task system.
A hybridized Mongoose/MT Combat system that is VERY deadly.
T4 Psionics and Pocket Empires with redone meta tasks that fit the MGT model.
T5 technological progression charts.
T5 star system generation with modifications inspired by Aramis's Concordant.

And the setting is Hard Times. There will be no Virus as such, but rather a Cymboline Chip uprising, so infection beyond the initial release (which will be no less widespread or nasty than the initial cannon Virus release, as cymboline chips are in ALL Imperial transponders), secondary infections(non-ship) will be slower, but still no less vicious.
 
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Ok. have to update.

I am now (due to player input) using the following.

Mongoose character generation. (modified skills charts)
MegaTraveller task system.
A hybridized Mongoose/MT Combat system that is VERY deadly.
T4 Psionics and Pocket Empires with redone meta tasks that fit the MGT model.
T5 technological progression charts.
T5 star system generation with modifications inspired by Aramis's Concordant.

And the setting is Hard Times. There will be no Virus as such, but rather a Cymboline Chip uprising, so infection beyond the initial release (which will be no less widespread or nasty than the initial cannon Virus release, as cymboline chips are in ALL Imperial transponders), secondary infections(non-ship) will be slower, but still no less vicious.

I like the fact that your players had input and that your using PE.
Why T5 star systems generator above MT world builder?
 
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I'm continuing with CT for the time being.
I'd love to get my teeth into T5 later in the year (maybe during the summer).
Although I spend quite a lot of time delving into the T5 core book, to keep the kids interested with regular games I have to stick with CT for now.
Apart from the convenience of it, CT is also my favourite version.
 
I like the fact that your players had input and that your using PE.
Why T5 star systems generator above MT world builder?

Because the expanded planetary information works with the Pocket Empires rules. For full System Information I use a Hybridized T5/MT/Scouts.
 
interesting poll results.

top 3 are darn close in numbers, everything else looks like one-offs.
'sports' if you were talking Droyne.

:CoW:

I am unsurprised by Megatravellers non use.

given that Mongoose can pretty well be summed up as 'it's MegaTraveller, but it's not broken'. (I've used this descriptor to a couple handfuls of 'back in the day' fatbeards and every last one of them groked it)
not really hating, but the similarities are marked and MT's ease-of-use is substantially better.
 
I am unsurprised by Megatravellers non use.

given that Mongoose can pretty well be summed up as 'it's MegaTraveller, but it's not broken'. (I've used this descriptor to a couple handfuls of 'back in the day' fatbeards and every last one of them groked it)
not really hating, but the similarities are marked and MT's ease-of-use is substantially better.

I disagree with these three sentences. The poll so far disagrees as well. A poll should be made that asks which Traveller edition is easiest to understand rule-wise. Then maybe MegaTraveller will have more votes than Traveller 5.
 
Ever since MT came out it has been my go-to system. My last campaign has ended and that group has disbanded (and I moved to a new country). I now have two new groups interested in playing Traveller (one local, one online) and they will both be T5. But since neither has started yet I recorded a vote as "Not playing anything right now".
That was my point earlier. A re-vote of everyone in that category would be nice. What are people's "go-to system" as you put it. I moved mine since I was intending an online game. There are players in Atlanta, but I haven't the bandwidth for a meet up.

I also think mixed systems can be confusing since most people will have home rules or borrow one rule set from another system, I have done that. But in the case of Cryton where everything is a true mix it makes sense.
 
given that Mongoose can pretty well be summed up as 'it's MegaTraveller, but it's not broken'. (I've used this descriptor to a couple handfuls of 'back in the day' fatbeards and every last one of them groked it)
not really hating, but the similarities are marked and MT's ease-of-use is substantially better.

The problem being that making the claim is making a flagrantly false claim.

They set out with similar goals, but took VERY different directions from CT.

MT adds one roll and 0-3 skills per term to basic gen characters, and increases skill choices in all careers via use of CT-style cascades, and rolls weapons into a smaller number of much broader skills. It uses a variant on Striker, and simply changes HG to use the task system (disrupting the chances a bit, tho'). Craft design is rooted in striker, and merged with Bk5 design; the jump fuel changes were based upon the inability to make reasonable fuel levels practical due to significantly higher striker fuel rates for fusion. (TNE solved this by rescaling the use numbers, but using the same numbers.

MT Suffers badly from massive errata (Don's is comprehensive, but lots of them are trivial), and the excellent combat system was very poorly worded, the HG variant was out of synch with the rest of the mechanics, and core rules vol 4 was not in the core box.

MGT suffers from not being actually the same skill list as CT, using T5's ACS in simplification but based upon an early draft, a much LESS flexible task system than the DGP one, a combat system that (while simple) makes armor almost too valuable (Battle Dress is almost proof against a body pistol - which is essentially, a .22 cal, like a Jennings - and when it does get through it, it does very little - when realistically, if you're in battle dress, and get shot with a .22, either it should be doing full damage because it missed all the hard parts, or bouncing. Plus, the rules for larger ships are needlessly convoluted, resulting in not fixing the CT complaint of "two different design systems - one for small ships, another for big ones" - a complaint which lead many Refs to pick one or the other, and forbid mixed designs. And while a deckplan for every ship in the adventure class ships range is a laudable approach, but do we really need nearly unreadable deckplans for the Tigress?

They are as different as night and day - where MT took one approach, almost case by case, Gareth chose to go the other direction.

MT was an evolution with typsetting issues.
MGT is a redesign from first principles and ignoring the 20 years of post-CT development in the line.
 
That was my point earlier. A re-vote of everyone in that category would be nice. What are people's "go-to system" as you put it. I moved mine since I was intending an online game. There are players in Atlanta, but I haven't the bandwidth for a meet up.

I also think mixed systems can be confusing since most people will have home rules or borrow one rule set from another system, I have done that. But in the case of Cryton where everything is a true mix it makes sense.

See that blue "(Unvote)" on the poll? to change your vote, click it, then vote anew.

And, current rankings:

SystemVotes as of 9 febrank
Mongoose Traveller391
Classic Traveller (3LBB's, TTB, Starter)342
T5263
Hybrid of multiple editions134
MegaTraveller95
GURPS Traveller66
Not using Traveller Rules at the moment.57
T20 Traveller's Handbook or SciFi2048
Using Traveller setting with some other ruleset48
Hero Traveller1
Traveller: The New Era0
T4 Marc Miller's Traveller0
Not playing anything right now.12
 
. . . a combat system that (while simple) makes armor almost too valuable (Battle Dress is almost proof against a body pistol - which is essentially, a .22 cal, like a Jennings - and when it does get through it, it does very little - when realistically, if you're in battle dress, and get shot with a .22, either it should be doing full damage because it missed all the hard parts, or bouncing.

If Mongoose is preparing to do a 2nd Edition, perhaps penetration and damage could be modified to something similar to what is found in T4 Combat with armor subtracting dice of damage for penetration purposes, and remaining dice doing actual damage to a maximum of 3D (anything more is over-penetration).

All-in-all, a fairly simple mechanic.
 
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I have a game on hold at the moment with the family, which originally used Classic Traveller and which I since updated to Mongoose rules, but no games actually running at the moment. I have tended to read and design more than play over the years. Tried D&Dv4 for a short while thats probably the most RPG I have actually played ever, and I dont really like fantasy much either. Otherwise the only actual Traveller RPG games are two short games in my youth, one of them with my family again and one in a student club. So not a great record of Traveller game playing, but things may well change now that my kids are growing fast and two are now at reading age. So very interested to see what the new Traveller Starter Set brings.
 
My current weekly game is Fate (an Alt-Hist 1919 wherein the Germans "win" WWI, at which point the world's nations decide the Bolsheviks are the true threat...), but I ran CT last, and I may run it again for my kids this Friday, so it got my vote.
 
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