This is funny, as such a free floating thing is the opposite of what the MongoSystemsuggests!
Anyway, I think even you as a friend of T/E have raised some dire shortcomings in the recent incarnation.
For example I concur that many more actions must be defined and fitted into the T/E mold. It´s...
But in MT, an interrupt let´s you take your whole action!
That´s my point! We all loathed the huge disconnect and handbrake nature of the MongoTrav round structure.
Even vanilla TNE is not fucking with your turn. You might act more often, but when you act, you act. In MGT you act a tiny bit...
Guilty! But to my defense, there was an (Challenge?) article that changed the 30s/6 impulse turn into an IGOUGO structure. Could even have been Twilight v2.2
Aramis, you are misreading me. In any of the previous version, or most other existing games are IGOUGO.
A figure is activated and can act. All the way through.
Sure, there´s interrupts and ready actions.
But those are straightdforward
I have played every Trav version except T4.
In...
Well you can do such a thing.
But why would you?
In an RPG?
I can drape the cloth of war over any resource management and decsion making mechanic.
But please don´t say that´s a good model for modern infantry tactics. because following your logic, chess or poker would qualify too.
Heck I...
I don´t see how any of the factors is modelled good by MongoTrav.
How are you goint to model coordination of several elements for example, in .666 second intervals?
How do you even model communicating with another fireteam in two second bouts?
How many ticks to get off a coherent radio...
That´s why I said efficient way.
But you are right, there´s several problems here:
- speed of play
- communication problems
which I explained my gripes with;
and
- turn length
which "prevents" infantry tactics. I can only repeat, if you model that in two second increments, it would take...
Mmm. Or like any other version of Traveller?
I think I made myself very clear, but I´ll try again:
To split two second round into at least three bouts of managing what everybody does in turn order is actually making three rounds out of those two seconds.
Usually, everbody acts, when it´s his...
You move one hex free. Then anybody who wants can move up to two hexes more depending on ticks.
The problem is that it´s never ever anybody´s turn. It´s neccessary to have a structured loop around the table asking everybody whethter he wants to take micro action XY or Z.
That totally fucks...
No. It was three characters against two guards. Noone dodged, noone suppressed. They did surprise the guards, but it just took an hour to get that whole thing resolved.
As I said, the problem lies in the preoccupation with a stop-and-go round structure. It´s like playing with the handbrake...
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