Essential books?

I hve used a good bit more of the Scout book, and dont conmsider it a waste at all. An you never know what you may need in te future.

As for erc, just tonight we needed to recruit some giuys, so we grasbbed the book and got through the proccess in good time. Sure we could have made it up, but then we would have had to take the time to write it down, and we would have taken a lot longer to do it all. I have not thougth about the base camp rules, but we are trying to set up a base on an unused planet, so maybe I should take a look.

Wjat is boring and useless for some is pure gold for others. I dont regret a single book that I have, and only wish I could get all of them becuse they all have something I want to use, and much more that I may need some day. No more than a book costs copared to what minis cost for one of my historical wargames, the books are great value even if I dont use it all. And I dont find even stuff I dont use much all that boring, I like to understand how things work.

Owen
 
nats said:
BFalcon said:
nats: so you didn't like the survival rules or the planetary system generation either then? MGT Scout has both of those (admittedly the latter being just two pages). The Survival guide describes first contact, physical survival and other essentials to the job.

God you know I cant even remember seeing those in the book?

Sorry, I meant to put a smiley on that post...

Yeah, they've got rules for shelter, fires, hypothermia and all sorts in there...

As I said, the planetary system creation rules only cover 2 facing pages, so it's very easy to miss. :)
 
BFalcon said:
nats said:
BFalcon said:
nats: so you didn't like the survival rules or the planetary system generation either then? MGT Scout has both of those (admittedly the latter being just two pages). The Survival guide describes first contact, physical survival and other essentials to the job.

God you know I cant even remember seeing those in the book?

Sorry, I meant to put a smiley on that post...

Yeah, they've got rules for shelter, fires, hypothermia and all sorts in there...

As I said, the planetary system creation rules only cover 2 facing pages, so it's very easy to miss. :)

I am just a miserable bugger sometimes. The only reason I am complaining about the books really is because I had loads of them and I sold them all when I went back to Classic Traveller. But then playing a game with CT I realised how old it was and decided to get back into MgT. And I am trying to remember what books were any good and which ones werent. I had Merc, Scouts, High Guard, Agent and only ever used them for the chargen and on glossing over them there wasnt much I would consider useful for my simple adventures. So I am not sure whether to bother buying them again. I will probably but they arent cheap and at the moment I have everything I need with the Core Rule Book, Spinward Marches and the Referee Screen.
 
nats: no probs... :)

Given your books and your preferences, maybe 1,001 Characters would be a sensible next step - maybe Aslan or Vargr (probably Vargr if you're in the Marches although Zhodani, Darrian may both be applicable), depending on your planned campaign and location...
 
BFalcon said:
nats: no probs... :)

Given your books and your preferences, maybe 1,001 Characters would be a sensible next step - maybe Aslan or Vargr (probably Vargr if you're in the Marches although Zhodani, Darrian may both be applicable), depending on your planned campaign and location...

Yes I was considering 1001 Characters as a next preference along with Starports. I was considering Animal Encounters but now I am not after hearing its a bit of a mess and I have everything on animals I need in the Core Book anyway. I am also considering High Guard as I liked that book - for designing large ships more than for use in a campaign. And of course the Campaign Guide and Vehicles Design books when they come out will be great I am sure.
 
Here is where I pretty much agree with other posters... Core Rule Book + a setting book (in my case Spinward Marches).

Here is where I part company with everyone so far... there is a book sold by Mongoose called "Gamemastering" by Dominic Wasch. I've studied it in depth - read it numerous times, armed with highlighter pens and a pencil making notes that will be handy when using its ideas to hammer out original scenarios. It's not cheap but it was worth it for me.

(Extra bit)
For "Nice to haves", the adventure books and/or Referee screen are worth taking a look at.

If you're strapped for cash, take a look at the back issues of Mongoose' in-house magazine Signs and Portents for scenarios and supplements - you can download them for free from http://www.mongoosepublishing.com/signsnportentsarchive

Also free:- http://freelancetraveller.com/magazine/
 
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