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Why Mongoose?

Those that have Mongoose Traveller as their Traveller game, why did you choose Mongoose over the other versions?
I've done many videos on the subject. In a nutshell though, Mongoose Traveller rules are re-booted, polished, and in production.
can we please dispense with the myth that CT was/is easier to play than MgT.
I know, huh.
certain aspects like spaceship combat and character combat are not really very well designed in either version for an RPG game.
What needs fixing in the Mongoose version?
 
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So do you look up every skill, have you learned them off by heart, or do you often find yourself just getting players to roll against a number you just make up? :devil:

There are fewer skills in CT, and many of them are not applicable in a given situation, so looking them up is not as hard as it sounds.... :D

I'd say MgT is more complicated because of the initiative sequence and armor rules, not its task system. Though CT's "apply damage dice individually" system is a bit hard to explain to people who are used to hit points, so maybe it's a wash.
 
It's a lot quicker to just say 8+ is your target number, now lets haggle over DMs (DMs which usually include a +1 if they role play the situation really well)...

it's been the core of my homebrew CT (plus stuff) game for years :)
 
There are fewer skills in CT, and many of them are not applicable in a given situation, so looking them up is not as hard as it sounds.... :D

I'd say MgT is more complicated because of the initiative sequence and armor rules, not its task system. Though CT's "apply damage dice individually" system is a bit hard to explain to people who are used to hit points, so maybe it's a wash.

CT's wound system really isn't that difficult.

CT as a game suffers from few issues -
  • lack of a consistent task system (but some consider this a strength)
  • Very low number of meaningful choices in CGen
  • the Bk2/bk5 incompatibilities
  • the added skills in supplements.
  • Book 6's fundamental system generation mode.
  • Neither Bk 2 nor Bk5 being particularly good for roleplaying space combats
 
All of which could have been fixed in the '81 revised edition.
task system - use the 8+ system that was the most common house rule at the time
add a pre career option to basic character generation and the option of switching careers, and add CotI careers (all of an extra 6 pages)
scrap LBB2 and redo using HG percentages to build modules
include LBB4 and 5 skills in core
there was no fix for the last one :)
 
CT as a game suffers from few issues -
  • lack of a consistent task system (but some consider this a strength)


  • HUGE STRENGTH!

    Also, one of it's pluses is the various value of a skill level. It's relative to the task at hand, depending on how much experience counts for a task.
 
And if you haven't tried it, Gorilla Games Battlestations! is awesome, really close to what mongoose was playtesting, and makes it fun to be part of the crew in combat.
I've not heard of Battlestations before - it sounds great! I now know what to put on my Christmas list!

And that sounds similar to how I was thinking of running starship combat - not an original idea of mine though, I once read somewhere on the internet of someone who had the players' ship's deck plan in the middle of the table, with counters for the players positions within and moved counters for enemy ships around it. Haven't yet decided whether to use MgT, Book 2 or Starter Traveller rules for ship combat yet.

Anyway, to answer the thread's question: I like MgT's character generation and task system. I may use some bits from CT though - I'm going to use book 6 system generation.
 
Ok, mostly because when I decided to go back to an actual Traveller engine from the CP2020 engine MgT seemed to be a decent enough update from CT that I would enjoy it. Add it that it is actually a game supported by releases and was much better at creating a home brew setting other than simply supporting some version of the OTO and it went to the front of the list rather quickly.

D.
 
I bought the core rules PDF a long time ago. Never bought anything else. Never ran it... but then my traveller running days have been rather far and few between for a few years.

Last traveller version I tried to run was T20 and that game died pretty quickly as no one liked the system.
 
MGT has OGL and the Traveller Logo License. This means that I can publish my own stuff (such as Outer Veil) for it without any complex licensing situation.
 
I adopted it because:
- it was for sale in a store (easier to pitch to players)
- I had near zero experience with CT, and zero with other versions
- it seemed reasonably back-compatible with CT adventures & supplements
- I'm a huge fan of random chargen and the lifepath system, and the extra details in Mongoose made all careers at least as potentially rewarding (backstory-wise) as High Guard or Mercenary characters of CT. I think this may have been the biggest push over the edge for me.

As it is, I have since bought the reprints of CT from FFE, and appreciate that as a bare-bones system, and I use that to inform referee decisions from time to time.
 
Over on rpgnet whenever the question of which sci-fi game to get comes up I recommend getting the MgT core rulebook and the CT cd from FFE.
 
Those that have Mongoose Traveller as their Traveller game, why did you choose Mongoose over the other versions?

The answer is easy, it's in print.......

No that really wasn't it, it was Mongooses take on character generation, around the table with the group, all the bits that make your crew and ties them together.

Then add in the damn near transparent integration with CT and a fair amount with MT. It made the huge box of index cards that is my old campaign so very much useful again.

That and the 8+ system was back.... The most common thing I have ever said as a Gamemaster is "Roll and tell how much you beat 8 by"....

An added bit of gravy is that Mongoose has put out a number of not 3rd Imperium specific books than wander across the breath of SF. Heck in conjunction with ADB we get to see a flavor of Trek under the Traveller rules umbrella (Which will please a certain unnamed cousin of mine).

All of the above should be viewed in the light of my 21 year old Traveller gaming group has play each edition to some extent or another (except T5, but that may change here in the future).
 
Though CT's "apply damage dice individually" system is a bit hard to explain to people who are used to hit points, so maybe it's a wash.

I ran a group of 16 year old who had only ever played pathfinder and they understood it pretty quickly. They realized how brutal it can be after the first combat round, but they liked it.

That would be the new Prime Directive rpg using Mongoose Traveller rules, no? Not out yet?

Doh! I didn't realize that you meant Amarillo Design Bureau.

I didn't realize they were doing a Prime Directive in MgT...

okay... something else I have to convince the wife I must buy...
 
What needs fixing in the Mongoose version?

There's a few things. Adding an attribute increase system to the experience rules for once play has started and adjusting the TL of a few items (e.g. a 350,000 cr, 3.5 kg bioscanner is TL 11, not TL 15) for example.
 
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