[Traveller] Favourite Traveller Versions

First Age

D&D h@ck3r and Hopepunk
Staff member
#21
I think I'm persuaded to stick with MgT2, perhaps with some of my tweaks and some collaboration with @Guvnor and others on here to spice the game up a bit. I don't have the Companion, which might cover some of this?

I've long fancied a classic game of ne'er-do-wells and chancers set in the Foreven Sector.

Screenshot 2020-09-05 at 09.42.00.png
 

MartinP

Rune Priest
#25
How did alternative char gen work?
IIRC (as I only skimmed through the book at ConTingency before deciding that the couple of pages of char gen weren't worth the money) there were a couple of options. One was a point buy, I think, and the other was a package selection system. On top of that were a variety of mods that can be applied to the normal char gen system.

I didn't see anything there that was unusual or exotic, and if I was going to go down either route I would be happy enough to bang something together myself. If you are buying the book for all the other miscellaneous bits and pieces (there are lots), then you might as well use the official rules.
 

First Age

D&D h@ck3r and Hopepunk
Staff member
#26
I didn't see anything there that was unusual or exotic, and if I was going to go down either route I would be happy enough to bang something together myself. If you are buying the book for all the other miscellaneous bits and pieces (there are lots), then you might as well use the official rules.
I've had the quickest of skims and that was very much my take. Some reasonable ideas, but nothing much that stood out.
 

Dom

Administrator
Staff member
#27
I've toyed with getting the Companion, but want a chance to skim through a copy before I commit. I have the four core books, which - if I'm honest - gives me more than enough as I pretty much own everything from the previous editions having had a Traveller habit since '83.
 

MartinP

Rune Priest
#28
I've toyed with getting the Companion, but want a chance to skim through a copy before I commit. I have the four core books, which - if I'm honest - gives me more than enough as I pretty much own everything from the previous editions having had a Traveller habit since '83.
My impression of the Traveller Companion is that it's full of background detail and odd rules that you may already know/have filled in yourself if you are a long time Traveller fan. For example, I believe it has this edition's details on jump drives and 100 diameter limits etc, which you might not want to bother with if you have the Starship Operators Manual.

For new Traveller players/referees I think it might be a very useful book, to avoid having to make up a lot of the little details that can come up from time to time.
 

Guvnor

The Guvnor
Staff member
#29
I agree, for a new player it's a very useful book, and I need to remember that when talking about it.

I will run Mgt2e. It's clean, neat and it has good Roll20 character sheet support. I want to support Mongoose in supporting it, and I like that they have a slower schedule of better product and I can afford it.

I think given the myths that seem to permeate the character gen, I would adopt a package approach to gen, with @First Age favoured skill rule, and adopt the idea of individual goal, individual vice and group goal, then present a choice of 4 standard stock build ships with very minimal options, and then play.

I don't really like boons and banes as explained, but I might adopt them as they apply when you are using your favoured skill, and accepting or denying your goal. I have never had a problem with modding the TN by applying modifiers and since they still exist in MgT2 I see no reason not to stick with it.
 

MartinP

Rune Priest
#30
I will run Mgt2e. It's clean, neat and it has good Roll20 character sheet support. I want to support Mongoose in supporting it, and I like that they have a slower schedule of better product and I can afford it..
I agree, although (IMHO) it's neither perfect nor my ideal, MgT2 is the best Traveller we have ever had, and I will continue to run it. I don't promise to stop bitching about it, though.

The Roll20 character sheet might get better, if the guy mentioned on rpg.net follows through with his intention of adding range calculations for weapons (apparently like the 5e sheet does?). Also, I think I messed up the initialisation code, so I ought to go back and fix it...

I don't really like boons and banes as explained, but I might adopt them as they apply when you are using your favoured skill, and accepting or denying your goal. I have never had a problem with modding the TN by applying modifiers and since they still exist in MgT2 I see no reason not to stick with it.
I think that apart from the Leadership skill, the only time I use Boons is to represent a skilled PC helping another PC. I don't recall ever deciding that a task should have a Bane rather than just being harder.
 

Dom

Administrator
Staff member
#31
I don't think Boon and Bane are necessary unless you're screwing around with lots of extra modifiers. One thing that MegaTraveller got very right was to vary task difficulty with complication. DGP got the purist system design right really well. That said, the mechanic works well enough if you choose to use it.
 

Guvnor

The Guvnor
Staff member
#32
I used the task difficulty modifier religiously in MgT1, with the mods for extra time. I love it.
I noticed only half my players ever remembered what it meant. I may be being generous.
"It's a difficult roll"
"Er, I rolled 7.."
"So add your attribute mod and skill and the difficulty mod from the easy table on your character sheet (it only has -6/-4/-2/0/+2/+4/+6), tell me if you get more than 8"
"Er..."
<facepalm>"You succeeded"
So maybe roll 3d6, take best, add mod and skill, get more than 8 is easier? Nah.. Shirley not.
 

Dom

Administrator
Staff member
#34
That's the MegaTraveller way.

Of course, T4 did it by having a static TN and changing the dice you rolled. Marginally better than 3D6 or D20, but the one true way is the 2D6 Bell-curve (whether you shift the TN or add DMs).
 

MartinP

Rune Priest
#36
I think it suggests that Fudge was wrong, using words for a difficulty ladder confuses people. If you're using dice and adding up, use numbers. I shall probably switch to modding the TN.
You're right about that. I always use the numbers with the words when playing Fate: "This is an Average task, that's 1" or "He's rolled Superb, that's 5". Eventually people either memorise the words or get used to looking at the ladder (always have it on every character sheet, that's my tip).
.
I do the same with MgT2: "This is a Routine roll, 6+, Mechanics plus Dex".
 
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