After some thought on MGT, I've come to the following opinions:
I think that my thing about MgT is that they seem to have missed an essential bit of flavor that CT had (and I agree, JG did get that bit of flavor juuuuuuust right - and I wish I'd been old enough to get it when it was out!), and I think that there's something of a misunderstanding in how to actually write for Traveller, even when trying to make it a generic sci-fi rules set. No doubt MJD did a good job with MGT:SM, but ... I'd rather have the CT Spinward Marches supplement (no, I don't have it; I was barely-a-newborn-yes-literally when it was published, and haven't seen a copy of the supplements book) first; it seems necessary for MGT:SM to be useful for me. Also, I dislike the modifications to damage and armor that they made; if they altered it, they should have increased rifle damage by 1d.
That said, they have nevertheless managed to take what they've done and make bits of it fun and usable--I like the small-ship building (less so High Guard) and most of the character generation (less so Mercenary, and to an extent HG) that I've seen.
I just think that MGT HG did some things wrong, though: for example, capital ships begin at 3,000 tons instead of 5,000 tons or better yet 10,000; core computers seem a bit like overkill.
High Guard and Mercenary's chargen are the same thing as TMB, but IMO they again did stuff wrong (for Merc, Guerillas are less Viet Cong or Al Qaeda than hired killers, and for some reason High Guard's chargen just doesn't click for me), and Merc's ironmongery has even more of a tech discrepancy than TMB's--and with that there are some issues like a bioscanner which is introduced at TL-15 (hence my rewrite elsewhere on this forum).
My final thing about MGT is that the tech scale is even more off than it was in CT; I have issues in the way that the first three TLs are compressed. That and the weapon damage and armor rating are fairly silly; I'd rather that they did pistols doing 3d minus zero damage and rifles doing 3d+3 damage, and armor being buffed up by 3-5 points in response (and that's if they continue with it that way). After all, jack may only be equivalent to a hard-leather jacket for a motorcyclist, but
I will buy more stuff from MGT, but not all of it. Indeed, I just sent my copy of Mercenary and High Guard to swap for the new ones and a copy of Scouts (if it doesn't go through, though, I want to know to whom I must complain).
I think that my thing about MgT is that they seem to have missed an essential bit of flavor that CT had (and I agree, JG did get that bit of flavor juuuuuuust right - and I wish I'd been old enough to get it when it was out!), and I think that there's something of a misunderstanding in how to actually write for Traveller, even when trying to make it a generic sci-fi rules set. No doubt MJD did a good job with MGT:SM, but ... I'd rather have the CT Spinward Marches supplement (no, I don't have it; I was barely-a-newborn-yes-literally when it was published, and haven't seen a copy of the supplements book) first; it seems necessary for MGT:SM to be useful for me. Also, I dislike the modifications to damage and armor that they made; if they altered it, they should have increased rifle damage by 1d.
That said, they have nevertheless managed to take what they've done and make bits of it fun and usable--I like the small-ship building (less so High Guard) and most of the character generation (less so Mercenary, and to an extent HG) that I've seen.
I just think that MGT HG did some things wrong, though: for example, capital ships begin at 3,000 tons instead of 5,000 tons or better yet 10,000; core computers seem a bit like overkill.
High Guard and Mercenary's chargen are the same thing as TMB, but IMO they again did stuff wrong (for Merc, Guerillas are less Viet Cong or Al Qaeda than hired killers, and for some reason High Guard's chargen just doesn't click for me), and Merc's ironmongery has even more of a tech discrepancy than TMB's--and with that there are some issues like a bioscanner which is introduced at TL-15 (hence my rewrite elsewhere on this forum).
My final thing about MGT is that the tech scale is even more off than it was in CT; I have issues in the way that the first three TLs are compressed. That and the weapon damage and armor rating are fairly silly; I'd rather that they did pistols doing 3d minus zero damage and rifles doing 3d+3 damage, and armor being buffed up by 3-5 points in response (and that's if they continue with it that way). After all, jack may only be equivalent to a hard-leather jacket for a motorcyclist, but
I will buy more stuff from MGT, but not all of it. Indeed, I just sent my copy of Mercenary and High Guard to swap for the new ones and a copy of Scouts (if it doesn't go through, though, I want to know to whom I must complain).