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What I Like About Mongoose Traveller

I like the updated approach toward character creation. Just last night I turned out a 2 term ground pounder Marine who was captured, beaten and has his jailers as his enemy. He covered for his commander on a botched mission thus gaining the commander as an ally.

I also like the group skill pack. That way the group is never again likely to be caught flat footed when I ask, "Who has mechanics?"

I'll be running a short combat test today but I like what I've read. It doesn't seem complicated at all and feels very tactical.
 
I will like it when this freaking game finally comes out! :rofl: I am soooo tired of reading about it. :)

I have not played Traveller in a long time, and look forward to playing it again and possibly running it. :D
 
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 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...

Looking at preview #4, they allso droped the crazy 100cr per dTon monthly repairs & Maintenance cost. It is now back down to CT level and baised on the ships construction cost. Hopefully they will have reworked the trade and speculation rules allso, as they are not very well balanced.
 
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
 
Ah, the closer it gets, the better it seems to become, and the more I like it.
If only the publisher of the German edition would hurry up a little more ... :(
 
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.

Daniel
 
Other than the setting, probably not a great deal. Though I may buy one or two and maybe run them.
 
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.

I not familiar with the series so I can't really make a true comparision. My best guess is that they aren't any different in substence, merely branding. Popularized by Paizo while they licensed Dungeon and Dragon mags, they continue to use the same concept in their own products. Since then, other companies have come up with their own APs for their own settings and it is migrating to other systems as well.

Paizo actively choose not to make the term Adventure Path their own trademark, but they have the legal authority to prevent others from doing that as well. So its a general term for the concept. And considering that plenty of gamers, 3rd party companies, and freelancers are walking away from D&D, thanks to 4E, they're going to be taking marketting ideas, brands, and concepts into the rest of the RPG industry with them.
 
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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
 
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

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).
 
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).
Got it, so you are following more the style Shadowrun did in the mid 1990's. Thanks.

Daniel

EDIT: Just to be clear, I LOVE the idea. Looking forward to the products.
 
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