the.barwickian
SOC-8
After a break of many years, I'm ready to put together a Trav game again. And I find myself very torn over which rules variant to use.
I've narrowed it down to four, by the simple expedient of ruling out Classic Trav. I have virtually no resources for TNE (which I wouldn't use anyway) or T4.
Whichever rules system I use, I'll be setting the campaign in the Marches of the Classic Trav era. Rebellion, schmebellion; it does not apply to me.
Players will be completely new to Traveller. Campaign will be a fairly typical tramp/wandering adventurer style. I plan to run them through some of the defining Classic Trav adventures: Shadows, Research Station Gamma, Twilight's Peak, Secrets and others, mixed in with my own stuff.
Here's my thoughts.
1) Megatraveller
Pros: I've pretty much everything published for it in hardcopy. Relatively complete (when using the errata and the MT Robots freebie); I have most of the DGP stuff as well. Relatively simple. Strong compatibility with other forms of Trav (UPP, UWP. All the fun of random Trav chargen.
Cons: The errata. Merchant Prince trade rules, which lack all flavour. The fact that I don't have PDFs.
2) GURPS Traveller
Pros: I like GURPS, I like GT, and I have pretty much everything for it in hardcopy and PDF. I'd probably stick with GURPS 3 (I have GURPS 4, but have never played it). Detailed chargen with detailed characterisation. Flexibility. Vehicle design appeals to the grognard in me, but is relatively simple in play. Hex grids. Far Trader trading rules are the best I've seen.
Cons: Dense. Imperial measurements. Lot of fluff over the crunch. Lacks the feel of Trav career chargen. No UPPs or UWPs - stat blocking takes a while. System seems dead even among the Trav community, so not much fan support out there. And, more of a failing of me rather than the rules, I'd want to put all the GT character options and equipment into GURPS Character Builder.
3) Mongoose Traveller
Pros: Current, active rules set. I only have the core rulebook in hardcopy, but have all the PDFs I want. Some of the classic adventures in the new format. Uses UPPs/UWPs. Traditional Trav chargen with some nice twists (career switching, events). Likely to be more forward-compatible with T5 (I don;t have the T5 playtest documents, but am a kickstarter backer).
Cons: Relative unfamiliarity with the details such as ship and vehicle design. Characters are relatively unskilled (getting skill-2 seems like an achievement).
4) Traveller Hero
Pros: I love Hero System. Hero 6 is my current go-to rules set. Great ground combat which isn't too lethal. Hex grids.
Cons: Trav Hero was for Hero 5. I'd either need to use the older edition or update everything to Hero 6. Lousy space combat system. Lots more prep work for me, the GM.
Despite the extra effort, I'm am leaning very much towards Trav Hero, but in all honesty, I'm blowing hot and cold over all these choices.
And a little nagging voice in the back of my head is muttering "EABA" as well.
I've narrowed it down to four, by the simple expedient of ruling out Classic Trav. I have virtually no resources for TNE (which I wouldn't use anyway) or T4.
Whichever rules system I use, I'll be setting the campaign in the Marches of the Classic Trav era. Rebellion, schmebellion; it does not apply to me.
Players will be completely new to Traveller. Campaign will be a fairly typical tramp/wandering adventurer style. I plan to run them through some of the defining Classic Trav adventures: Shadows, Research Station Gamma, Twilight's Peak, Secrets and others, mixed in with my own stuff.
Here's my thoughts.
1) Megatraveller
Pros: I've pretty much everything published for it in hardcopy. Relatively complete (when using the errata and the MT Robots freebie); I have most of the DGP stuff as well. Relatively simple. Strong compatibility with other forms of Trav (UPP, UWP. All the fun of random Trav chargen.
Cons: The errata. Merchant Prince trade rules, which lack all flavour. The fact that I don't have PDFs.
2) GURPS Traveller
Pros: I like GURPS, I like GT, and I have pretty much everything for it in hardcopy and PDF. I'd probably stick with GURPS 3 (I have GURPS 4, but have never played it). Detailed chargen with detailed characterisation. Flexibility. Vehicle design appeals to the grognard in me, but is relatively simple in play. Hex grids. Far Trader trading rules are the best I've seen.
Cons: Dense. Imperial measurements. Lot of fluff over the crunch. Lacks the feel of Trav career chargen. No UPPs or UWPs - stat blocking takes a while. System seems dead even among the Trav community, so not much fan support out there. And, more of a failing of me rather than the rules, I'd want to put all the GT character options and equipment into GURPS Character Builder.
3) Mongoose Traveller
Pros: Current, active rules set. I only have the core rulebook in hardcopy, but have all the PDFs I want. Some of the classic adventures in the new format. Uses UPPs/UWPs. Traditional Trav chargen with some nice twists (career switching, events). Likely to be more forward-compatible with T5 (I don;t have the T5 playtest documents, but am a kickstarter backer).
Cons: Relative unfamiliarity with the details such as ship and vehicle design. Characters are relatively unskilled (getting skill-2 seems like an achievement).
4) Traveller Hero
Pros: I love Hero System. Hero 6 is my current go-to rules set. Great ground combat which isn't too lethal. Hex grids.
Cons: Trav Hero was for Hero 5. I'd either need to use the older edition or update everything to Hero 6. Lousy space combat system. Lots more prep work for me, the GM.
Despite the extra effort, I'm am leaning very much towards Trav Hero, but in all honesty, I'm blowing hot and cold over all these choices.
And a little nagging voice in the back of my head is muttering "EABA" as well.
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