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What version of Traveller do you play?

What version of Traveller do you play?

  • Classic Traveller

    Votes: 93 41.2%
  • MegaTraveller

    Votes: 37 16.4%
  • Traveller: The New Era

    Votes: 13 5.8%
  • Traveller 4

    Votes: 2 0.9%
  • Traveller 5

    Votes: 7 3.1%
  • Gurps Traveller

    Votes: 23 10.2%
  • Traveller 20

    Votes: 27 11.9%
  • Traveller HERO

    Votes: 2 0.9%
  • Other (Traveller with yet another system.)

    Votes: 22 9.7%

  • Total voters
    226
I started with CT, played MT and fiddled with TNE and GT but I always come back to CT. As I get older I seem to appreciate it's simplicity all the more.
 
Started with Classic, played (and really enjoyed) TNE but ran out of players. In the end, they all come back to the grand daddy of them all though. Classic is where its at. Easily the most individually moldable to fit any GMs machinations.
 
I use CT with significant house-rules (see my sig for some of them), though I might be persuaded to play TNE or T20. My key issue with T20 is its chargen complexity; my key issue with TNE is its overall complexity. If these fears would be dispelled I might end up buying one or both of them (I have TNE in PDF from the free DriveThroughRPG release, but I prefer to play from hardcopy).
 
I use MegaTraveller, which is in my opinion the final metamorphosis of the LBBs. The background is changed to a more Dune-esqe Dying Imperium rotten with corruption. While nearly everything remains the same, and there are no Fremen, Spice or Sandworms, the decadent overtones of the upper nobility permeates the governments and their actions. House Wars are more common than Frontier Wars, because Frontier Wars brings into combat the Imperial Void Troops who's bases are out in deep space between the stars (and have the monopoly on TL16 equipment). There's a bunch of other stuff, but as I said, it's only campaign flavour and not rules stuff.
 
there is no Traveller but Classic Traveller and Striker is its product.

I use CT plus the DGP task system with my own non-3I setting.
 
I, too, borrow bits from other editions.

If I ever run Traveller again, it will be borrowing T20 design, modified slightly for MT compatibility/sensibilities (JFuel=5xJDrive, Bridge minimum=5Td) and for small ship universe (reducing maximum size by computer to peak at about 10KTd), plus T20 T&C.

Likewise, using TNE's wear value system and contacts rules.
 
Wow, almost half of the people here are still playing CT. Imagine if half of the current D&D players were still playing OD&D. What does that say about Traveller though? Was CT that good? Or have all of the subsequent versions been that bad?
 
I've played CT for a while and I liked it well enough. I also Played MT as a coputer game (R.I.P. Microprose), both versions in fact. I Never tried TNE or T4. I did Play GURPS Traveller and I like the timeline/backstory but the GURPS system doesn't do justice to what is great about Traveller. I now play (and prefer) T20. Though I have modified some things (One Example: FTL Travel, a.k.a. Jump Space, works differently in my Traveller Universe than it does in the "OTU").
 
When I play D&D, I still use the Cyclopedia edition (Which is a compilation of the Moldvay edition that TSR labeled OD&D... the LWBs were labelled CD&D by TSR). What I've learned over the years is that simpler is better as a general rule for the in-session used rules...

ANd for me, that means Cyclopedia instead of AD&D, T&T instead of D&D, MT instead of CT, TNE or T4.

Now, befre y'all jump, MT's simplicity is in play, not in the out-of-play elements like design sequences. CT wasn't as simple, having multiple resolution methods IN THE CORE. TNE was more skills, and more multiplications, in play than MT had, and had 3 different processes for damage effects... T4 was just a mess.
 
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This is the problem, I spend so much time trying to decide which rule set is the best that I don't actually get any gaming done. TNE is technically excellent though over complex, CT is too primitive and over simplistic, MT is brilliant but it's technical assumptions bear only a general relation to real life. T4 is just badly designed, appaling edited, though has some good source books (MO, Psionics Instritutes), Gurps is well,.... Gurps.... Hero (I don't even want to look at yet another version of traveller) and T20 is all round pretty good but lacks the simplicity of character generation as found in the other rules sets (creating an accurate stat block for a quick npc is a pain in the arse!).

I sit back from this and think, we'll how about using the rules that give me the most fun, in which case I think, well I ran an extensive campaign back in the MT days, but the most fun I ever had was surprisingly with TNE followed by T20. So then I think ok, lets go ahead with a TNE campaign, only to be daunted by the thought of ship design in the Fire Fusion & Steel rules.... as it is overly complex. You know, design the ship, rate the ship, work it's hit locations, then look at every single weapon mount and work out its arc of fire... AAAAAHHHH!

What I really want is the uniformity of MT, with the Hard Science feel of TNE, the production values of the DGP products, the crunchy background goodness as found in Gurps Traveller combined with the cinematic feel of T20. T4 would have been perfect for this, but it really is crap, I've tried to fix it, but some things just cant be put right. Lets hope T5 is the system to replace all systems.
 
MT with a strong CT influence. setting is almost always the marches ca. 5th frontier war. tried running some rebellion era stuff, but it didn't quite feel the same.
 
More than one version

I also play Gurps Traveller. I am looking forward to T5. CT has the great advantage of being very easy to set up and being simple to run.
 
Wow, almost half of the people here are still playing CT. Imagine if half of the current D&D players were still playing OD&D. What does that say about Traveller though? Was CT that good? Or have all of the subsequent versions been that bad?

As Trouble said, CT's easy to set up and run. It's therefore easy to customize - drop in the bits from other rules that you like better. It also evolved over its lifetime, so that there are simple and complex versions of every chunk of its rulesystem. Swap one out for the other to suit.

It's also likely that half of us learned CT first, and learned it while our brains were still relatively plastic, so it's been burned into our DNA.
 
Is there a compare and contrast?

I only played in one CT campaign, many years ago. I owned MT, but never played it.

I'm after a decent SF ruleset, and Traveller has to be the way to go, but choosing a set is proving difficult.

What I need is an article describing the pros and cons of the various editions. I liked the feel of CT and MT, so T20 and GURPS are out of play.

BUt what about the rest?
 
I try always to use the best from every system. T20 Feats provide a good framework for MT tasks. CT combat is the easiest to learn and the deadiest, hence is my cmbt rules of choice. TNE provided great construction rules along with a more unified and streamlined set of rules of planet building. T4 had illustrations and equipment that I easily port into other games. GT sorta acts a consolidator. I really look forward to see how Mongoose Traveller is going to add to my game.

And, naturally, all versions provide the comprehensive milieu that has become my Traveller Universe.
 
T20 winds up, inplay, feeling a lot like MT... don't rule it out without trying it.
 
The last game I played was Gurps Traveller. It was pretty cool.

If I can get a group, I would love to run Starship Troopers d20 in the New Era universe.
 
In the end, it comes down to:

Simple systems in game, with crunchy characters, with some background history, built in story arcs, and dramatic conflict.

I feel that 80-90% of a game is going to be determined by the referee's skill set, not by the rules, unless the rules as written are totally broken from go.

I own them all. I have played them all, except T20.
I like T4 a lot, despite everything everyone has said regarding it's problems.

But if it was 1977, and I had just seen Star Wars, and said to myself, knowing all the RPGs out there (today, via time warp). I'd pick CT.

Simple, doesn't tell you what to do as regards setting, and UPPs allow you to create anything. Ships are big enough for characters, and can do larger battles in a pinch.

The way subsector maps were done, you can in a glance see what is what and where and who has what power, trade routes, all sorts of stuff. 8 X 10, 40 worlds on average, was just a brilliant masterstroke by Marc. A whole year of gaming, in one small sheet, And it can be rolled out in a few nights, or added to as you go or expanded. Elegant is a word.

Combat is gritty and deadly, and you can reroll a dead pc in a few minutes, by looking at a single chart, not having to look up or make up huge stat blocks, or spend skill points.

As you roll, you sometimes select things to guide your PC career choices, but as in life, sometimes choices are made for you by luck, and you do the best you can.

A character sheet is one half of a page.

I used to have 2d6, a spiral graph paper notebook, a subsector map, and my softbound "The Traveller Book", and I was good to go for any game session. Draw maps, make it up as I go, whatever.

Today, a few hours ago, I ran a session of 3.5 D&D.

We needed to reference: PHB 3.5, DMG 3.5, MM3.5, Races of Destiny, for a question regarding half ogres, Races of Stone regarding dwarves, Arms & Equipment Guide for gear.

I just thought, pfft this stack of 3.5 books, I think I have 40 OGL books. I need crates to keep track of it. I fondly recall going on deployment with my little Traveller Book gaming kit. I could not do that nowadays.

I miss those days, and Traveller.

Analyzing games these days, it has again swung towards full bore complication, just like rolemaster did in the late 80's, and Nowadays, I have no time to read it all.

When I had my Traveller book, and 2d6, I had the keys to the freaking galaxy in my hand, and knew it.

I got lost along the way, lured by various systems. Anyway...
 
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