A
Anonymous
Guest
First - as a long time trav player I am very pleased with mongtrav in general. It is a pretty good, elegant system which retains enough of the original game and improves on it in some areas.
I have no problem with the less "hard sci-fi" aspects to the rules as long as they are optional and they can be bypassed so I can still run my game where "everything makes sense". It is good that they are as options as they can draw more people in
BUT -
I think the choice of published adventures is way off beam. There needs to be a "conventional" trav adventure with planet-hopping/plot/sidebars/patrons etc.
Having struggled with beltstrike I actually gave up on running it as it didn't make sense as a Trav adventure. I tried to adjust it, but it just doesn't work unless you want something like an old-school D&D "zoo-dungeon" where baddies wait for you in their rooms rather than behave in rational ways with motivations etc.
There are too many anomalies (details can be provided - I don't want to write spoilers). Put it this way - if my players find something that doesn't add up they go looking for reasons and this would take them away from the adventure. And the deckplans basically need to be completely redrawn. If it was just the plans, I would do it but with the other issues...
Its a shame because there is some really really good stuff in there too.
I am now reluctant to buy Prison Planet for fear of more of the same...
I have no problem with the less "hard sci-fi" aspects to the rules as long as they are optional and they can be bypassed so I can still run my game where "everything makes sense". It is good that they are as options as they can draw more people in
BUT -
I think the choice of published adventures is way off beam. There needs to be a "conventional" trav adventure with planet-hopping/plot/sidebars/patrons etc.
Having struggled with beltstrike I actually gave up on running it as it didn't make sense as a Trav adventure. I tried to adjust it, but it just doesn't work unless you want something like an old-school D&D "zoo-dungeon" where baddies wait for you in their rooms rather than behave in rational ways with motivations etc.
There are too many anomalies (details can be provided - I don't want to write spoilers). Put it this way - if my players find something that doesn't add up they go looking for reasons and this would take them away from the adventure. And the deckplans basically need to be completely redrawn. If it was just the plans, I would do it but with the other issues...
Its a shame because there is some really really good stuff in there too.
I am now reluctant to buy Prison Planet for fear of more of the same...