Gamer reviews

Mage

Mongoose
I would like to hear, from both new and old players alike, what was the traveller core book like, as I want to buy it.
 
Mage said:
I would like to hear, from both new and old players alike, what was the traveller core book like, as I want to buy it.

A clean game system that looks like it will play nicely (haven't had a change to run a game yet). Very similar in *feel* to Classic Traveller (though not the same, of course) while managing to do a nice update to a more consistent (and modern ... tho I am not one of those who believe that new = better all the time) mechanic based on 2d (like I said, like Classic Traveller).

The only reservations I have are, in fact, the same reservations I had with Classic Traveller, and that mainly with the background (or the way the rules interact with the background, I guess) ... so, in that sense, it is *too* close to CTrav ... so, if you thought Classic Traveller was the greatest thing since sliced bread, then you won't have a problem with this new version. If you found some niggles, then they're probably still there.

Still, I gotta say, I am planning to run a campaign with the new rules, suitably modified using my long-ago modified background.

Phil McGregor
Author: Space Opera (FGU), Rigger Black Book #1 (FASA)
Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
 
M. Lydius Of Phoga said:
You wrote Space Opera, aspqrz? It is an honor to meet you. I have long since held an interest in FGU products since Other Suns and beyond.

Strange you should mention OS, I was just looking at it again this morning -- apart from the "cute anthropomorphic aliens" overload, it was a reasonably nice background ;-)

Actually, I only wrote 1/3 of SO, Ed Simbalist did the co-ordination and put things together and Mark Ratner's background from Space Marines was what the SO background was based on ... Ed died a few years ago, and Mark is, AFAIK, still kicking around somewhere in cyberspace.

Phil
 
M. Lydius Of Phoga said:
You wrote Space Opera, aspqrz? It is an honor to meet you. I have long since held an interest in FGU products since Other Suns and beyond.

Strange you should mention OS, I was just looking at it again this morning -- apart from the "cute anthropomorphic aliens" overload, it was a reasonably nice background ;-)

Actually, I only wrote 1/3 of SO, Ed Simbalist did the co-ordination and put things together and Mark Ratner's background from Space Marines was what the SO background was based on ... Ed died a few years ago, and Mark is, AFAIK, still kicking around somewhere in cyberspace.

Phil
 
aspqrz said:
M. Lydius Of Phoga said:
You wrote Space Opera, aspqrz? It is an honor to meet you. I have long since held an interest in FGU products since Other Suns and beyond.

Strange you should mention OS, I was just looking at it again this morning -- apart from the "cute anthropomorphic aliens" overload, it was a reasonably nice background ;-)

Actually, I only wrote 1/3 of SO, Ed Simbalist did the co-ordination and put things together and Mark Ratner's background from Space Marines was what the SO background was based on ... Ed died a few years ago, and Mark is, AFAIK, still kicking around somewhere in cyberspace.

Phil

Leonard Kanterman (Star Explorer, Starships and Spacemen) hangs out on Board Game Geek. (He thanked me for a glowing review of Star Explorer.)

If Ed passed on, who's putting all the FGU stuff up on DTRPG, and why hasn't SE made it?
 
My close to objective assessment:

I'll start with the bad, as it's teeny in comparison with the good. In order of importance.

1. The Deckplans - not bad illos at all but the scale is off (1 sq per dTon) and it does not match the scale given. Also, they are each presented at a different scale to each other, which makes it hard to compare them.

2. A few bits seem not quite finished: old ship quirks, as example, or the fact that several of the b/w illos look like initial sketches rather than finished works.

3. Commentary and rationale are a bit thin, leading to potential confusion and arguments between ref and player. Essentially, can one transfer specialisms in a career, and a bit more explanation on initiative would be nice.

None of these criticisms is serious or game breaking
. There's also a bit of errata but it's usually obvious to work out what was intended.

The GOOD (and lots of it)

1. Chargen is incredibly nifty - the careers are varied and balanced, with a sensible array of skills and the neat addition of Life and Career Events, that help flesh out the characters.

2. Combat is simple but all basic aspects are covered. I especially like the integration of battle sensors in it, something that most sfrpg's haven't modelled well; well they work now.

3. Updated equipment, like cybernetic implants, included without changing the general feel of Traveller and expressed mechanically very simply.

4. The trade system looks ok, though I've not had a good chance to test it. It does, however, link the types of cargo available to the trade classification of the world, something not so well done in other editions of Trav.

5. The CT flavour: essentially it feels like CT done right and properly balanced. The OTU is not too embedded and good alternatives to OTU stuff (like jump drives) are properly presented.

Overall it's a rules system, setting light. There's little here for folk to use in their own Traveller campaigns if they are fond of another particular system. Characters will be more or less compatible with CT and MT, though some skills have different names or slightly different definitions. However, despite the odd bit of mainly inconsequential errata, this version is the most wieldy version of Traveller I've encountered. Careers balance, combat does not require constant table look-ups, and verything you need is in one fairly well laid out and handlable tome.

My only real concern is WorldGen. I've never been a big fan of the UWP because I don't feel it contains enough useful information for the amount of effort expended, but I was hoping that finally there might be a system that did not produce unrealistic and wacky results 40% of the time. I do know that a system that does eliminate unrealistic worlds has been developed and that it's inventor has been prominently thanked in the credits, but I can't see evidence of his system in this MGT one so far.

I've not had a proper close look yet as this bit of Traveller is not something I'll use (I'll hand craft planets from scratch) but it slightly worries me that official canon products will contain all those nonesense UWPs that previous editions have been infested with. I can live with that, but it is an avoidable problem.
 
AKAramis said:
If Ed passed on, who's putting all the FGU stuff up on DTRPG, and why hasn't SE made it?

FGU wasn't owned by the authors who wrote for it, of course, and so what it does and how it does is entirely at the whim of the owners.

I have no idea why some things and not others have been made available in PDF format.

I do know that Ed had had problems with the owners in the years before his death, but being closer to the action, he had the best opportunity to be hands on in his relations over my chances by remote control from Oz ... and FGU pays me the small percentage of the tiny amount of sales made regular, like, so I can't complain too much.

I'd like to do a revised version, but not for 1/3 of 5% of sales, which is what I currently get ... the stuff I do as PGD earns more for me, so that's where my efforts go.

FGU claims it owns the name "Space Opera" and has been active, I understand, in threatening legal action against anyone who uses it ... so unless I could come to an agreement with Scott Bizar, the owner, that would garner more than what I get, there is no point (I did approach Mark Ratner some years ago about the idea of doing something with SO, but he wasn't interested and he probably owns the background races (except for the Korellians, of course!) and Scott has indicated ijn the past he wants at least a 6 figure sum for the "rights" plus the purchase of all remaining stock, and since there wouldn't be any money in the deal for me at that price, don't hold your breath.

Phil
Author: Space Opera (FGU), Rigger Black Book #1 (FASA)
Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)[/i]
 
I am mostly happy with it as I have been with most of the Traveller editions over the years. This one definitely harkens back to CT. I will undoubtedly be tweaking some combat rules to make it more cinematic, never liked the fact in any edition that dodge/diving for cover was so ineffectual (realistic, but not much fun for my players). Not sold on any particular setting and I will also more than likely be homebrewing something. Anyway I was very happy it came out and it seems clean other than a complete lack of rules for character advancement, but what is really new there.
 
aspqrz said:
AKAramis said:
If Ed passed on, who's putting all the FGU stuff up on DTRPG, and why hasn't SE made it?

FGU wasn't owned by the authors who wrote for it, of course, and so what it does and how it does is entirely at the whim of the owners.

Thanks, Phil.
I'd been under the impression that Ed was one of those "at the helm."

I know that Leonard said he was surprised that S&S was available via DTRPG.
 
AKAramis said:
I'd been under the impression that Ed was one of those "at the helm."

I know that Leonard said he was surprised that S&S was available via DTRPG.
It's debatable whether FGU has the legal right to sell the PDFs ... they weren't covered in the original contract, of course ... but the reality is that the cost to fight a court case to determine whether FGU actually does have the right would be not inconsiderable (they provided for all legal challenges to be done in NY State - reasonable, as that was where they were HQ'ed way back when ... which makes it even more inaccessible for the likes of me here in the far off wilds of Oz) and you couldn't even guess which way the courts might jump.

I mean, look at the mess the US Writers strike has caused over much the same issue!

I know I certainly didn't OK Space Opera appearing as a PDF, in fact I was never asked, and I believe Ed actively opposed it ... but he had the same problem I did ... cost. It simply wouldn't have been worth it, financially, to pay up to fight it out in court even if you won. Unless you had lots of money to begin with.

"How do you make a small fortune in RPG publishing?"

"Start with a large one!"

(Old joke, but true(ish))

Phil
 
Klaus Kipling wrote:
My only real concern is WorldGen. I've never been a big fan of the UWP because I don't feel it contains enough useful information for the amount of effort expended, but I was hoping that finally there might be a system that did not produce unrealistic and wacky results 40% of the time. I do know that a system that does eliminate unrealistic worlds has been developed and that it's inventor has been prominently thanked in the credits, but I can't see evidence of his system in this MGT one so far
.

Klaus, check out the "Optional World Generation Rules" in the gray box just after the main world gen stuff. EDG's system is presented there as an optional rule, called Space Opera incidently. There have also included a "Hard Science" optional rule which ties in starport to population (my rule btw 8) ).

For my ATU, I will be using the Hard Science optional rules, but the OTU will use the basic rules.

Also, remember that these UWP generation rules were NEVER intended to be used straight, as rolled. Even the venerable Spinward Marches were hand tweeked by the creators. The UWP method gives you something to start with, then you can adjust them however you like to fit your setting.
 
Rikki Tikki Traveller said:
Also, remember that these UWP generation rules were NEVER intended to be used straight, as rolled. Even the venerable Spinward Marches were hand tweeked by the creators. The UWP method gives you something to start with, then you can adjust them however you like to fit your setting.

I think this is something so important that it needs re-emphasising.
 
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