Just finished reading through the Campaign Guide. I can see exactly where jedavis is coming from (dragons, trolls and all), however, I think a lot depends on your ideas about what constitutes a "good" sci-fi rpg, or a good game of traveller. If your games are wild space opera, with a strong sense of absurdism then this book will work very well for you, jedavis in his longer review, described the CG as more Farscape than Firefly (but then what are the reavers if not vampiric zombies with high stats?). It reminds me more of episodes of Dr Who or even some Star Trek, "you arrive somewhere unknown, and wierd things start happening", and that vibe is going to suit some GMs and their players perfectly. Like a number of the MgT books, it is not really a "3I" book, or a hard science background, more a "take what you want, this won't suit everyone but will fit some" book. Think wild stories, and not neccessarily on a scientific or even rational basis.
None of the CG will find its way into the main game I run, which is very much Spinward Marches trading, odd jobs and fighting, with a hard science feel. However, in the summer I am planning to run a more light hearted one off game, and the CG has already given me some ideas for a bizarre and absurd sub-sector a million light years from Regina.
Two concluding thoughts, the proof reading is poor (my favourite is describing a rich and powerful noble as a "magnet" rather than a "magnate"), and I think calling it the "Campaign Guide" is bit misleading, something like "1001 Story Ideas" might sum it up better, I can see some people buying this thinking it is an important core book, which it is not.
Now, back to the new Vehicles goodness.
Egil