Mongoose Steele said:
It is a dumb idea born of innocence - a lack of knowledge of how bad an idea it is.
Actually, when I put the book together I was drawing from several sci-fi sources that span back several years or decades. If this was a Third Imperium book I would have not added them, but Mercenary needed to give other options out there for those who might want to use the Trav rules for other settings (Warhammer 40k, for instance).
Variety in sci-fi is not bad folks, and that was really the only reason I added the MagRails. A little taste of something outside the norm.
-Bry
Sorry but I don't buy this. It is trying to create a straw-man by mischaracterising the argument. The majority of posters are raising genuine scientific/reasoned objections to a few of the weapons in
Mercenary - they are not objecting to variety or new things.
Any long-time Traveller player has been through umpteen new weapons and shifts in artifact usefulness and potentcy. For instance, in the beginning there were no gauss weapons or fusion/plasma weapons or grav belts, then came LBB4. In MegaTraveller there were no tac missiles at all. In TNE as written, fusion weapons were useless and gauss rifles became less effective than ACRs. We are used to change, mate.
It seems that in the particular case of MongTrav
Mercenary, some of the weapons were not thought through for very long, and have little military or scientific credibility. That is the point people are hung up about. As I've said before, if there is a design decision to take MongTrav in the direction of science fantasy and away from any attempt at realism then that is something players will have to make up their own minds about. Some will love it. Some won't, and as that design decision will represent a marked shift from all that the Traveller brand has stood for until now, I think you can expect a bit of complaining.
But from what I've seen, the issue is definitely not variety or change, rather it is about credibility. Given the brief and introductory nature of the weapons section in the core rules (perfectly understandable design decision, I would add), I would have thought there was plenty of room for the Ironmongery section of
Mercenary to flesh out the exisiting weapons (ammo weights for instance) and combat rules, and add a few carefully thought through new weapons and pieces of military equipment that would appeal to military-oriented gamers. Some people consider that opportunity to have been, at least partially, squandered.