Congratulations on Traveller!

atpollard said:
The problem with the history of Traveller is that every time it gets updated, half of the new rules are more playable than the old rules and the other half are less playable.

So on average they are ok?

Here's hoping that Mongoose will improve parts of Traveller without breaking parts that work. I would personally suggest a thorough playtest with a group of experienced NON-TRAVELLER players to get some good feedback.

Me too, given the timescale for printing though, I'm not hopeful on this one. I'd certainly volunteer to do some proofreading or whatever though, although I can't claim to be a non-traveller player.

[Even just reprinting CT verbatim will not work. The Book 2 rules contradict the Book 5 rules which contradict the Striker rules which contradict the Azanti High Lightening rules which contradict the Snapshot rules. All of these are "Classic Traveller" to someone.

Absolutely. I do think there is a crack where a system like the original, with some tidied up vehicle and ship combat rules could slip through though.

cheers,

Mark
 
Fundamentally, the part of CT that is key to comparability is the resultant characters with 1-6 skills per term, averaging about 1.6sk/t, and stats in the 1-15 range, averaging 7.5 or so.

MT ranges 1-8 skills per term, averageing about 2.2-2.6

I'll break it down for you:
Both: 1 per term +1 for 1st term, +1 per promotion, +1 for commission, plus rank and service skills (1 for service, and one for rank)
MT adds: +1 if Special Duty, +1 if Promo/Commission/SplDty Made by 4+

The MT skill list is about 50% longer than the CT one... and characters have access to more of it, as well, due to more cascades in character generation.

BTW, the average stat being about 7.5 is due to character generation process of adding to stats, coupled to an average starting stat of 7.

Since the vast majority of other subsystems depend upon the levels of either task system or skills, these are the points where compatibility should be focussed.

BTW, as far as the T20 materials, even if it goes out of print, the OGL is still valid on the products of those design sequences, as defined in the OGL in the back of the T20 rulebook.
 
d(sqrt(-1)) said:
[Even just reprinting CT verbatim will not work. The Book 2 rules contradict the Book 5 rules which contradict the Striker rules which contradict the Azanti High Lightening rules which contradict the Snapshot rules. All of these are "Classic Traveller" to someone.

Absolutely. I do think there is a crack where a system like the original, with some tidied up vehicle and ship combat rules could slip through though.

cheers,

Mark

From what I hear, T20 is a cleaned-up CT first, and d20 second. So then, don't Traveller fans therefore have what they need?
 
pasuuli said:
From what I hear, T20 is a cleaned-up CT first, and d20 second. So then, don't Traveller fans therefore have what they need?

Nope. They need a cleaned up CT first, second and last! :wink:
 
Yup - T20 is a very good Traveller (IMO), and for a D20 game is exceptionally skill based. Anything that goes through a universal profile of some kind is effectively transferable at a trivial level.

That does not, however, include characters, as no matter what - you are looking at a level based system as opposed a free buy system. Now stats mght go over fairly easily and it is possible to transfer from one sort of system to another, but to do a transfer you will have to produce a conversion document that breaks down a character class level and its accrued inprovements into component skill 'purchases', assign a converted value for feats and skill ranks (or ranges of skill ranks more likely) and transfer across. This is almost a rulebook in itself because your core characer system has changed and more importantly expresses itself differently at the other end where the game specific stats are defining, unlike a ship universal profile where the profile defines the ship and from that you simply generate the relevant Traveller format stats.
 
Just for reference, I was one of the T20 Playtest GM's, and am credited in the book.

I like the resultant feel of t20, but my players still prefer "real traveller" sicne it's far less to cope with on the character sheet.
 
Oh nice....I signed up for the Moot for a while when the expansion book was looked at - think thats expired though

My players range in opinion of Traveller of first choice, we have relatively new players to whom D20 is most familiar and old hands who may still have their little black books in a cupboard somewhere and are certainly still playing games using the old system.

Essentially they are happy with T20 as a Traveller expression because it contained;
1) Genuinely dangerous combat
2) The OTU
3) A prior life system
4) Reliance primarily on earned/selected skills/feats over fixed level/HP benefits in play

Those 4 items were what, to us as a group at least, defined Traveller best - wherever we might choose to adapt to or morph the core (my current T20 has a bunch of SG1 panhandled into it for example).

If we were to get Mongoose Traveller - those are the first things that we would look for.
 
Myrm said:
1) Genuinely dangerous combat
2) The OTU
3) A prior life system
4) Reliance primarily on earned/selected skills/feats over fixed level/HP benefits in play

Well, I can guarantee 2, 3 and 4. I fully expect 1 to be present as well, but as I haven't seen the combat system yet I can't offer any certainty.
 
AKAramis said:
T20 is very much a hybrid. Big problem for CT/MT fans is that the characters are not compatible with CT/MT characters.

So, here's a dumb question. I guess I'm getting into support issues, but: what's so wrong with MT characters that players can't play them with the other bits of T20? Or is that the whole point?
 
It's not that MegaTraveller (MT) is broken, but T20 is character and task incompatible.

T20's task system isn't tied to the standard task levels of DGP-CT, MT, or TNE, and the D20 skills range from 1 to 23 (effectively, more, but hey...)

In fact, that's one of the few major annoyances, in that everything is in d20 DC's, and there is not a consistent link back to MT/TNE/2300 difficulties. So, rather than just converting the character module, you wind up converting the whole game system.

I, in fact, go the other way, using T20 Ship Design and T20 Trade and Commerce in MT. But these sections, being almost divorced from characters, needed less tweaking. My "Play copy" of T20 includes DC->Task Level definitions penciled in... but note also that they are of a need inconsistent, as I use MT defined tasks where preextant.

Detailed mechanical comparison
A 1st term CT character would have from 0 to 5 levels of skill. I have in fact seen a 1st term character with level 4 in CT. Normative is 2-3 skill levels.
In MT, up to 9 levels are possible for a first term character, but skills range only up to 8. I've seen only one single termer with level 5.... and while it's possible, I've never seen a character hit 9 skills in term 1. Normative is about 2-4 levels.
But, given the DM+8 limit of the DGPCT aka MT task system, that means it's quite possible for a first term character to do "impossible" tasks if they have a 10+ stat (19+ on 2d+Skill+(stat/5))
Stat component is 0-3
1st term skill component is 0-4

Most CT/MT characters can't do impossible level tasks. (Requisite DM+7 is rare, though+6 is only uncommon, and DM+5 is fairly common).

Now, in T20, a starting human character has a stat component ranging from -4 to +4, and a maximum skill of 4. On this basis, then an impossible task must be a 25 comparitively. But after adding in feats, that range is modified by up to +6 more...

Meanwhile, in t20, a level 8 character (high end for 6 terms) is +5 max att bonus, and +11 max from skill, and +8 or more added from feats and synergies .... and there are still higher levels of skill available. (Yes, that's up to +23 at 8th level)

Do to the linear way characters tend to advance in d20/t20, it prevents having valid task linkages.

[/b]
 
The BITS task system is a workable and playtested option for comparisons/conversions.

Its printed in the Stellar Reaches magazine online.
 
So, which version of Traveller will the new mongoose game most resembel? I ask because I want to pick up one of the older books on ebay so I can kind of pratice before the new book comes out. Failing that and the new game is completely different, what are the easier, quickest, but most pracitcal system/edition that has been released.
 
Mage said:
So, which version of Traveller will the new mongoose game most resembel? I ask because I want to pick up one of the older books on ebay so I can kind of pratice before the new book comes out. Failing that and the new game is completely different, what are the easier, quickest, but most pracitcal system/edition that has been released.

Don't have a clue which RTT/MoTrav will resemble, but if it's T5 lite, it's going to be T5, derogatorily known as T4.2...

CT was the "rules-lite" edition. Then it got expanded. If you want to be able to tweak it to your needs, this is the one.

MT was thorough. It's simple to play (running combat is straightforward, even if the rules are poorly worded), and has almost everything a Ref needs in 4 books: PM, RM, Ref's Companion, and Imperial Encyclopedia. Hard Times and COACC add to the design sequences and more. Loads of erratta, though. Also doubles as a miniatures game. Introduces task system.

TNE: simpler than MT over all, but lacks certain elements of the "Feel" of traveller: uses hit points by location, no damage to stats, 1d20 task system, stat raises bloody hard to get, combat not deadly enough for many. Almost the most complex ship design sequences in print... Different approach to task system but same levels as uses in MT (and 2300, and T2K 2E revised, and DC 2E, etc)

T4: For many, best described as "All the worst ideas from CT, MT, and TNE in one volume." Multi-die task system (openly lambasted by the vast majority of purchasers who used the system), Character incompatibility with CT/MT, characters tend to be stat-heavy ubermenshen renaissance men... Combat system is clunky, and as non-deadly as TNE (due to poor wordings, and the armor rules), same design sequences as FF&S. Poorly written, numerous editing errors, large chunks of text scanned from CT with errors intact.

T20: if you can handle D20, this is on par with B5 for deadliness. Ship design is essentially CT-Bk5 (and is compatible), a vehicle design system is done to the same level of complexity (not much complexity, but enough detail for play), an expanded CT Bk2 trade system. Characters completely incompatible with most D20 games and with rest of Traveller brand, no ties to standard task difficulties.

GURPS: Traveller. It's GURPS. It uses GURPS Vehicles (which is more detailed than FF&S for TNE or T4). It is character and ship incompatible with other Traveller brands. LOADS of supplements, high editing quality; GURPS playtest process is a joke, however (4-6 weeks is typical), and numerous differences in setting, all minor save for the lack of the rebellion, but they add up to a very different univers than a read of CT & MT would provide). Has the most convoluted, complex, and hard to use trade system I've seen for any game: GT: Far Trader. GTFT's supposed to be the most economically accurate trade system yet done; many swear by it, while many more swear at it.

T5 Draft: So far, it's been T4.2, with lots of random-roll systems that players will likely never need, nor use, and Ref's might find occasionally useful. SOme "nifty ideas" have turned up, but they also have been awkward to use, and poorly worded.

Traveller 2300/2300AD: Not 'really' Traveller. Mechanically, a prototype of MT in many ways, and TNE in others. Uses same task system (replaceing 2d6 with 1d10). Uses "Pick your skills" that later appears in T2K 2E and TNE. Has a Pen vs Armor system. No Stat Damages. No tech level system! Setting isn't the same as the other Traveller lines. No Jump Drive (stutterwarp instead).

So which would I reccomend?

Not A GURPS Fan: MT, T20
GURPS Fan: GT (but don't cry when you get told "It Ain't Real Traveller" or "GT is Canon for GT Only")

MT is the most flexible ruleset mechanically (Ignoring GURPS). T20 is really close. Both handle a variety of scales quite well.

TNE does have more flexible design systems, at a severe cost in complexity.

CT is the simplest.

Why ignore GURPS? Simple: every GURPS adaptation still feels mostly like GURPS....
 
MT was the best of the Traveller systems I've played (though T4 surprisingly won out on best campaign I've played due to the awsome GM at the time - despite the mockery we had of the book). GT: First In was pretty great as a world builder suplement, at last until I got hold of Star Hero which kicked First In, in the nads and proclaimed "I'm the daddy!"
 
AKAramis said:
GURPS: Traveller. It's GURPS. It uses GURPS Vehicles (which is more detailed than FF&S for TNE or T4). It is character and ship incompatible with other Traveller brands. LOADS of supplements, high editing quality; GURPS playtest process is a joke, however (4-6 weeks is typical), and numerous differences in setting, all minor save for the lack of the rebellion, but they add up to a very different univers than a read of CT & MT would provide). Has the most convoluted, complex, and hard to use trade system I've seen for any game: GT: Far Trader. GTFT's supposed to be the most economically accurate trade system yet done; many swear by it, while many more swear at it.

*snip*

Why ignore GURPS? Simple: every GURPS adaptation still feels mostly like GURPS....

I would advise that any readers take anything that Aramis says about GURPS with a very large pinch of salt - he doesn't like GURPS Traveller given the opinions he's expressed on CotI, and as usual he can't resist misrepresenting it and exaggerating its flaws. So here's a more accurate rebuttal to balance his views out:

- GURPS Traveller doesn't use GURPS Vehicles, it has its own simplified spaceship design system that is based on GURPS Vehicles. The main problem is that it uses non-metric units, which is a major pain for non-Americans and also contradictory to the rest of Traveller, which uses metric.

- Compatibility with "other Traveller brands" is largely irrelevant, since you're unlikely to ever actually want to convert between GT and other versions of the game (most conversions of the classic ship types and aliens etc can already be found in the books).

- The GURPS Playtest process is far from a "joke" - it's hands down the most thorough in the industry, and it is very rigorous. And the standard of writing and editing are extremely high too.

- Yes, the advanced version of the trade rules in Far Trader is rather complicated, but Aramis neglects to mention that there is also a basic trade system in there that is pretty simple and straightforward, and very usable. Both systems are actually realistic and sensible, which is more than can be said for the trade rules in any other version of the game. The GT:Interstellar Wars trade system is based on the simple FT rules too.

- There is no reason whatsoever to ignore GURPS - even if you don't use the rules, the supplements are worth their weight in gold for supplementary information that could be used to make any Traveller setting (or even any scifi setting, period) a lot more sensible. In fact, in my opinion you're seriously shooting yourself in the foot if you ignore the GURPS supplements just because you don't like the system.
 
Silvereye said:
MT was the best of the Traveller systems I've played (though T4 surprisingly won out on best campaign I've played due to the awsome GM at the time - despite the mockery we had of the book). GT: First In was pretty great as a world builder suplement, at last until I got hold of Star Hero which kicked First In, in the nads and proclaimed "I'm the daddy!"

Hm, I got Star Hero and had a look at its worldgen and I don't recall thinking it was actually better than First In's - that said I don't think it was bad either though. It's been a long time since I looked at it though.
 
Just to put my 2p's worth in. Can't stand the GURPS system. Really.
However, EDG is right about the traveller books, excellent supplemental material and I have several of them on my shelf which I use for MT.
 
steffworthington said:
Just to put my 2p's worth in. Can't stand the GURPS system. Really.
However, EDG is right about the traveller books, excellent supplemental material and I have several of them on my shelf which I use for MT.

As a Traveller Ruleset, however, GT is suitable for GURPS players, and not many others. ANd that is what the question was about.
 
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