I have to say there is quite a bit of content that's useful, in its own way, for a GM and some thoughts about how to structure the flow of a campaign that may be old hat for Traveller vets but are good ideas for new GMs.
The fundamental problem for me is described in this quote. And it does pain me to have to say that this was a product I was very much looking forward to but it just doesn't reach the level of coherence or utility it needed to:
I also have Ultimate Toolbox and I've even got a copy of the old Ready Ref sheets from Judge's Guild. I was really hoping for something that would build more on the core's systems to create more options and variety in that same spirit rather than the kind of eccentric grab bag of somewhat overly described situations and ones that aren't general enough to fit into the core's improvisational approach.
Would it be too soon to add this to the list of products that need a 2.0 version?
There's the kernel of something great here: the basic flowchart of structure and the modular approach to inserting random tables into that flow to create a variety of outcomes on the fly. It's just not quite there in practice for reasons gone over in this review.
The fundamental problem for me is described in this quote. And it does pain me to have to say that this was a product I was very much looking forward to but it just doesn't reach the level of coherence or utility it needed to:
What really gets me is that usually I quite like books full of random tables. Ultimate Toolbox is pretty nice, for example. I was expecting things more like the Mongoose Core random tables for creature generation, subsector generation, and mission / patron generation; coherent, well-thought-out subsystems driven by tables. The tables in this one aren't even particularly good for random hooks, and well-thought-out subsystems are completely out of the question. See, I'm of the school of thought that a random table is actually a probabilistic description of the state of the gameworld (yeah, yeah, sue me for false advertising on the gamist-simulationist axis). Mongoose Core's tables satisfy this simulation requirement - they function descriptively for common patterns in xenobiology, or star formation and colonization patterns, or what kind of jobs people want done by drifting spacers. It took me a while to come up with what kind of setting the tables in the Campaign Guide would describe, but I did eventually find one: Futurama.
I also have Ultimate Toolbox and I've even got a copy of the old Ready Ref sheets from Judge's Guild. I was really hoping for something that would build more on the core's systems to create more options and variety in that same spirit rather than the kind of eccentric grab bag of somewhat overly described situations and ones that aren't general enough to fit into the core's improvisational approach.
Would it be too soon to add this to the list of products that need a 2.0 version?
There's the kernel of something great here: the basic flowchart of structure and the modular approach to inserting random tables into that flow to create a variety of outcomes on the fly. It's just not quite there in practice for reasons gone over in this review.