howardfanatic said:
Is the starship design still a mathematical puzzle that I require multiple degrees and MONTHS of prep time to use, or is it streamlined so I can make my ships and get to playing?
Depends on your level of math. MGT is mostly addition and a bit of decimal multiplication.
Is it possible to play characters who are not in the military?
The game is slanted toward EX-whatevers, not actives, but MGT includes prior careers for scholars, "citizens", and "drifters", in addition to the usual rogueish sorts and Merchants.
Is it possible to emulate the Force?
Traveller defaults to a weak form of psi instead of the strong form that The Force represents. You can emulate stronger psi by changing or dropping power point usage, dropping Teleportation completely, and adding a genetic component (which Traveller lacks for good reasons).
Are there rules covering cyberpunk standards like cybernetics, transhuman genetics, and psychic abilities?
There is some cyberware in the basic book, and I suspect more is on the way. That said, if you have the Chrome books from Cyberpunk, you really don't need much else.
Transhumanism really only needs a guidance document, since Traveller is not a point-based game. Grafting something like GURPS Transhuman Space (or its shopping list) into Traveller would not be hard.
Psychic abilities? What types? The Psionic rules cover a lot of the usual territory, with the "Special" category for the oddities like Psychometry.
Did they update the thoroughly silly 30K/3 ton technology of classic Traveller?
This would be about computers? The "Ship's Computer" has ceased to have a discrete volume in MGT, if that's your concern.
Can you play robots or androids?
Not with rigorous rules
so far, but that's probably not far off, considering the pace Mongoose is moving at.
Do they still insist on being tiresome about the lack of energy weapons (not realistic- yes I freakin' know, but they're part of the fun)?
Traveller has always had energy weapons. Are you thinking of things like a Star Wars style Blaster? Or is "energy weapons" code for "light sabers"?
I really want to buy this game, but I want to make sure I'm not disappointed this time like I was previously.
Traveller comes from a period in Science Fiction and gaming when "roll your own" was still a strong ideal. Just because a game doesn't come out of the box with some of these things doesn't mean it can't have them. Traveller even helps this along by not being (except in two more recent cases) built around points or any sense of "balance". You are what you are, and you have what you have. The universe will (if the ref is worth his title) compensate for any silliness shortly.
On the assumption that you have some references from other games for the elements you mention above, the things to decide so that you can convert them to Traveller are simple:
For weaponry its Price, Damage, and Necessary Skill. Details like ammo capacities and rates of fire are probably already described and don't need to be changed.
Cyberware and transhuman options need price and effect on statistics. You'll also need to figure out where some of it fits in the Tech level chart (for availability) and Law Level chart (for obvious reasons).
Psionics (including The Force, etc) are really a "to taste" element in SF. The basics are there to take a hammer to if so desired. Ask if you have a specific conversion question.
In light of some of your later questions, you might need to add some extra stuff to ship building. The same "rules" apply: Make it up, or ask for reasonable conversions here.
One caveat for asking here or any other Traveller forum. Always let us/them know that you are home-brewing your setting. Otherwise the "That's impossible!" crowd will come out of the woodwork. They might anyway, but being able to point at your own disclaimer will usually shut them down.