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Which 2 books to buy next?

I saw the other thread, but I am in a slightly different boat.

I have the core book and have done all the usual--bunch of characters, overpowered ships and super freighter. Played out some combat.

I can afford two other books, but no more (I owe a crap load of tax).

My CT and GURPS Traveller likes have always been ships/Navy/merchants, then Marines, then Scouts. My favorite area is the Marches.

Spinward Marches and High Guard? HG and Traders? Merc?
 
Skip Traders... It's pretty, but the deckplans are not all in useful scales.

HG is pretty good. Can't speak to SM. Don't like Merc.
 
I actually quite like Merc and High Guard, though I will say Merc in MGT is, to me, somnewhat different that Merc in CT. Merc gives some new gear and augments, rules for mass battles of troops, and the career section is, as always, pretty good. HG is all "the navy" and the career system is interesting, though some of the rules for it are weird (like why would I get kicked out of the navy for trying to change departments?). I'm sure there are reviews out there somewhere so you can get a blow-by-blow analysis.

However, I'd also say 760 Patrons is worth an investment. Basically, it's really 760 NPC encounters, each with 3-5 variant hooks you can use to involve them with your PCs. Personally, my first session of Traveller (coming soon!) was made by picking two NPCs from the book, figuring out why they'd be interacting, and I went with it from there in the adventure write up. We'll see next month if my players like it.
 
If I understand your roleplaying preferences right, I would recommend to
buy High Guard and the upcoming (just went to the printer) Scout.
According to Mongoose, Book 3: Scout will concentrate on "what it means
to be a scout", and will not include an expanded world building section,
which will be published later on as a World Builder's Handbook.


Besides, if prices are not much different where you live, it should not be too
difficult to get a rather cheap copy of GURPS Traveller Behind The Claw, the
supplement on the Spinward Marches, which in my opinion is at least as use-
ful as the Spinward Marches supplement of Mongoose Traveller, with the
main difference being the different timeline.
 
If I understand your roleplaying preferences right, I would recommend to
buy High Guard and the upcoming (just went to the printer) Scout.
According to Mongoose, Book 3: Scout will concentrate on "what it means
to be a scout", and will not include an expanded world building section,
which will be published later on as a World Builder's Handbook.


Besides, if prices are not much different where you live, it should not be too
difficult to get a rather cheap copy of GURPS Traveller Behind The Claw, the
supplement on the Spinward Marches, which in my opinion is at least as use-
ful as the Spinward Marches supplement of Mongoose Traveller, with the
main difference being the different timeline.

Good. I have BHC, bought back when I had more money.

So it looks like HG and Scouts, then.
 
My two cents I rather liked the traders and gunboats supplement it has a lot of craft that are in the useful to PC's area. Some crude but still useful deckplans. I will look for the scouts book when it comes out and curious about the level of detail in the mass combat system in Mercenary is it to the level of striker?
 
The Scouts preview is out over at the Mongoose site so you can at least get a glimpse of that to help decide. It looked interesting - the life of a Scout from the quick preview, complete with a small Scout base shown.
 
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