CosmicGamer
Mongoose
PDF at: http://www.mongoosepublishing.com/pdf/travmercpre.pdf
EDIT: according to a post by Mongoose Steele later in this thread, it looks like my concerns regarding additional skills are being handled
Negatives:
New Skills - The new skills can "break" the current system. Combat Engineer skill is indicated but the details were not in the preview. I see this as being a possible issue with all the current combat careers - do none of them get to have Combat Engineers? Yes I know there are ways to give characters skills that are not currently in the tables but I don't like the idea of having to fiddle with something that preexisted to make it work after something new comes out. I think it is a bad precedent and one of the things that causes contention because different people will have different ways of handling it. Unless there is errata or a description of recommended "fixes" within Mercenary.
Recruiting skill - I thought this could easily be a part of other core skills like Leadership or Admin.
Neutral:
Events - From 10 to 36 possible events now I see. Would have to use this a bit before giving an opinion on it but first impression is its a bit much. There is even an addition Wartime Event table (more rolls, more page flipping during creation - not a plus in my opinion but will hold off till i see the table)
Mercenary Tickets - not enough in the preview to make a decision on.
Headquarters and Military Bases - don't see anything particularly good or bad in it.
Positives:
EDIT: it was brought to my attention that I was mixing up Interrogation with the existing Investigation skill - this would be a Negative now.
Modified skills - Adding specialties to the existing Interrogation skill is much better, in my opinion, than adding new skills. I think this can easily be accommodated in the core careers since the skill exists and all you have to do is select a specialty. Whether these specialties were really necessary could still be a matter of debate. Seafarer I noticed also gets a new specialty.
Giving additional examples of skill rolls for current skills is nice.
New combat rules - looks like it may be good for larger battles.
Equipment - more equipment is always good.
These are just first impressions from the preview and could easily change if I get the product. Not sure if I'd get it at this point - will wait till folks get it and review it.
Mongoose: would be nice if we could get the table of contents included within your different previews.
EDIT: according to a post by Mongoose Steele later in this thread, it looks like my concerns regarding additional skills are being handled
Negatives:
New Skills - The new skills can "break" the current system. Combat Engineer skill is indicated but the details were not in the preview. I see this as being a possible issue with all the current combat careers - do none of them get to have Combat Engineers? Yes I know there are ways to give characters skills that are not currently in the tables but I don't like the idea of having to fiddle with something that preexisted to make it work after something new comes out. I think it is a bad precedent and one of the things that causes contention because different people will have different ways of handling it. Unless there is errata or a description of recommended "fixes" within Mercenary.
Recruiting skill - I thought this could easily be a part of other core skills like Leadership or Admin.
Neutral:
Events - From 10 to 36 possible events now I see. Would have to use this a bit before giving an opinion on it but first impression is its a bit much. There is even an addition Wartime Event table (more rolls, more page flipping during creation - not a plus in my opinion but will hold off till i see the table)
Mercenary Tickets - not enough in the preview to make a decision on.
Headquarters and Military Bases - don't see anything particularly good or bad in it.
Positives:
EDIT: it was brought to my attention that I was mixing up Interrogation with the existing Investigation skill - this would be a Negative now.
Modified skills - Adding specialties to the existing Interrogation skill is much better, in my opinion, than adding new skills. I think this can easily be accommodated in the core careers since the skill exists and all you have to do is select a specialty. Whether these specialties were really necessary could still be a matter of debate. Seafarer I noticed also gets a new specialty.
Giving additional examples of skill rolls for current skills is nice.
New combat rules - looks like it may be good for larger battles.
Equipment - more equipment is always good.
These are just first impressions from the preview and could easily change if I get the product. Not sure if I'd get it at this point - will wait till folks get it and review it.
Mongoose: would be nice if we could get the table of contents included within your different previews.