Supplement Four
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I like that they're talking about publishing adventure paths, i.e. sets of adventures within an overall story arc that join up into a seamless campaign.
This may be the first thing about MGT I've heard that I actually like.
I like that they're talking about publishing adventure paths, i.e. sets of adventures within an overall story arc that join up into a seamless campaign.
Good, then I can see it and figure out if it is worth the money or not. I grew tired of all the debate/noise.Mongoose have them back from the printers and are sending to stores this week, so not long left.
I like the following features of MGT:
1) SRD. This means that licensing is easier and more straightforward; this also gives some hope for this edition becoming popular due to being adaptable to multiple settings. It also means that we could legally include some of the official rules in fan or 3rd party publications.
2) Possible popularity, especially among players new to Traveller. Mongoose will, among other things, be advertising this game outside of the current Traveller circles. If MGT will succeed, our community will get new blood.
3) The two bogymen of the playtest drafts - Timing/effect dice and power-point micromanagement - have been removed from the final product due to playtester pressure. These two features had me worried about the playability of the (unmodded) final product. Also, it is reassuring to see that Mongoose has listened to its playtesters, even at the cost of getting rid of two concepts the developers were quite in love with. Hopefully this will mean that MGT would have better quality control (i.e. less errata) than some previous Traveller products, especially T4. If only they could fix the deck-plans in time...
I like that they're talking about publishing adventure paths, i.e. sets of adventures within an overall story arc that join up into a seamless campaign. In the past I have joined a few published adventures together, but I had to create more "linking" material than I found in the published adventures. Full blown integrated adventure paths could save an awful lot of work for busy GMs.
Sounds a lot like what Paizo's Pathfinder supplements have done for D&D.
http://paizo.com/pathfinder
I am unsure I understand how these "paths" are different from the old D&D linked adventures like the old Giant Series or the Slave Lords Series or the original Drow Series? Help this old man understand.Well, yea. That's the popular thing right now with RPGs. Adventure paths. Tell a complete campaign so GMs/Refs/DMs/whatever don't have to do the bulk of the work. All they have to do is customize it for their own group. I'd expect to see them popping up in just about every RPG.
I am unsure I understand how these "paths" are different from the old D&D linked adventures like the old Giant Series or the Slave Lords Series or the original Drow Series? Help this old man understand.
Ok, so what I am understanding is they have just followed the same pattern set up by TSR back in the late 70's. Have various adventures that are linked so that if the people wish, they could play them as a full campaign.
I have liked that idea ever sense I played the Giant Series back in 1980. Makes for a lot of fun and is easier on the GM as well.
Daniel
Got it, so you are following more the style Shadowrun did in the mid 1990's. Thanks.Pretty much. Although the adventures are more of a whole campaign. The campaigns tend to be better put together than the old series. The GDQ and A series of adventures were pretty much single adventures only vaguely linked by the ongoing theme. Go to G1, kill everything. Then go to G2, kill everything. Repeat until finished. The later compilations did try to fix this a bit, but they still weren't as fluid as something designed specifically to roll on.
The campaigns we write tend to be a little more detailed, by using a patron (as one example) to link the adventures properly. The original GDQ, etc really were just a set of dungeon bashes, one after another (you could get more out of them than this, but a lot of times this was not the case). And whilst I had great fun back in the day the campaigns we now do have moved on a little (like roleplaying in general).