One GM/Players review of MGT

Annic Nova

Mongoose
So to preface, I started with Traveller in 1978...LBB era.
Played CT, MT, New (silly) Era, T20 and GURPS. Really liked GDW house system for Twilight 2000. Like the New Era rules, hated the setting.
I have an almost complete collection of every CT and most MT items printed...including the DGP books and some rare Keith brothers adventures.

I like MGT because it harkens back to the beginning, CT was first and will always have a warm spot for me. I like MGT because now, there is a resurgence of interest in Traveller.
Also:
1) I can use CT and MT (and GURPS and T20) adventures, supplements, gear, ships characters and vehicle with little to no conversion.
2) I can still play in my beloved Spinward Marches, the setting remains unchanged. (Boo MT and Silly Era..Boo Boo!)
3) The character generation system is much better in some ways..see below.
4) The task resolution system is simple and easy to adjudicate.
5) Great support from Mongoose
6) OGL! Hurray!
7)You included non 3I gear. Thanks, I can add or not as I see fit!
8) Auto/Burst fire rules. Simple. (not as simple as GDW house rules, but fairly realistic)

What I dont like: (nitpicking, I know)

1) Character Gen lost the advanced options like military college, flight school, and higher education options. I really liked the flavor of rolling a Marine or Navy character and living through the military life....skills and EDU bonuses for going to college or flight school.
2)Sig vs minor actions. I prefer action points from snapshot. How long does it take to do something? quicker because I spend a sig action?Im not sold.
3)Combat is not tactical. I like a crunchy detailed strategic combat system, HOWEVER, the MGT system works great for Roleplaying....and my group and I are slowly becoming comfortable with a more stylised combat system.
4) As in CT/MT, there is no advancement/reward system. Im not super fond of xp either, but at least thats a tangible way to reward players. Im afraid that MGT as written, like CT/MT before it, will turn into a Monty Haul, where once the group has too much money and gear, the game dies. As a player, I look for a reward, or advancement potential. Again, MGT requires a paradigm shift as to how we play the game. MGT really relies upon character development, rather than the traditional adventure/reward/advancement paradigm. Works well if you have the right players. (And Im not sure I do)
5) Many authors, artists and game designers have given us tons of material for Traveller and the 3I. Please dont disregard it. I see many crazy questions and responses on the boards that could easily have been avoided if MGT has laid out their ASSUMPTIONS regarding the Trav universe up front. We saw this when CT went to MT and M drives no longer used fuel. (Then why did the Kinunir get stranded if the PP can run for decades, and the M drives dont need fuel?) Lets be consistent, at least with our own assumptions, especially since MGT has the opportunity to REWRITE the rules, to make them better. Please dont just reprint broken rules for the sake of speed.
6) I think a blurb about technology in 3I is needed. For those new to Traveller, I always hear about how the TL is broken, and clunky and the Imperium should have more efficient this, or smaller that. Remember your history! The Vilani Empire conquered the universe and was technologically stagnant. This is 3I future history (written in 1970s) not OUR future history.
7) Bad redesign of familiar spacecraft.
8) Poor (cheap?) artwork.
9) Trade and commerce rules totally suck. Id like to see the design notes on this...because it seems way too easy to get rich.....quick.
10) Biggest issue of all: I hate it when we separate personal combat and vehicle/starship combat in order of magantudes, rather than keep a single progression. A handgun and a ship laser should never both do 1D6 damage. Boo. All weapons should be rated using the same system and scale. Math is not hard, everyone has an app on their iphone.

Overall I like MGT, but since skills are fairly minor in the game, do we really need the huge diverse character generation options? Really? Other than fluff, I dont see the need. And I cant make the character i want without being senile and ancient anyway.

House rules/Suggestion:

1) Pre gen terms are 2 years, not 4, but only roll to re-enlist/events every other term. This adds more variety in assignments.
2) Ignore the MGT vehicle and starship design sequences and use Striker/MT/FFS/GURPS to design them.
3)Use all published gear/ships/vehicles as written and hand wave the performance differences.
4) Use Snapshot/AHL rules for combat/movement in Zero-G
5) Use Striker/AHL values (HP) for bulkheads, and interior features.
6) Pile on as many task modifiers as i can think if to assess. The target (8+) is the same, yet characters generally have more skill levels AND attribute bonuses AND Gear bonuses AND action bonuses. Its much to easy to accomplish many tasks.
7) Rely heavily on the time increment from MT. This really should have been included in MGT's rewrite. Often, its the TIME, not the skill level, that convinces our intrepid adventurers to attempt or not attempt a given task. (And adding more modifiers when hurrying helps too.)
8) Where are the Robots?

I hope this post does not come across negatively.
I like MGT and look forward to the future.
No game is ever perfect and MGT is pretty easy to tweak.
Its simple, yet playable. Its a trade off that I am willing to make.
 
Nice post - welcome aboard Annic Nova!

To your #1 and #10 points:
- Liked the CT flavor too - though High Guard does have Naval college...
- Seperated combat scales - I tend to think the same way, but then it would be pretty rare to mix the two, so why add the math the majority of the time?
 
I like the #10 gripe best, 'everyone has an app for their iphone'?!

Just because we all play Traveller doesnt mean we all go in for useless, exploitative overpriced tech. 8)

I agree with the mechanic suggestion, though.
 
Annic Nova said:
10) Biggest issue of all: I hate it when we separate personal combat and vehicle/starship combat in order of magantudes, rather than keep a single progression. A handgun and a ship laser should never both do 1D6 damage. Boo. All weapons should be rated using the same system and scale. Math is not hard, everyone has an app on their iphone.
A possible house-rule I have in mind in regard to this is to treat all ships under 100 tons as vehicles in regard to damage, and for all other TMB-scale ships make 1 point of ship damage equal to a whole 1d6 die of vehicle/personnel damage. So, for example, a TL8 Missile Launcher (5d6 damage) will do 5 points of damage to a ship if it hits it (or 5d6 damage to a small craft), while a shipboard Pulse Laser (2d6 damage) will do 2d6 to 12d6 damage to personnel or vehicles.
 
Annic Nova said:
[...]
I like MGT because it harkens back to the beginning, CT was first and will always have a warm spot for me. I like MGT because now, there is a resurgence of interest in Traveller.

[...]

8) Where are the Robots?

[...]

No game is ever perfect and MGT is pretty easy to tweak.

Welcome and good to see another Traveller veteran enjoying MGT. That's encouraging.

I believe Jon Brazer Enterprises is producing supplements which profile robots (and, unless I am mistaken, Flynn was cooking up a design system).

Finally, your flexible and genial attitude are key to any successful gaming ...and constructive forum discussions too. I look forward to seeing more posts from you!
 
I actually took, the Structure of generation from Dredd, Strontium Dog, and Universe of Babylon Five, and blended them into the Core book Generation Rules, along with the Special Abilities (and a lot more special Abilities I cobbled up) from those various books as well.

Work in the stuff from the Adder books (highguard, mercenary etc), and my Traveller Game, has a lot of teeth so to speak.

My biggest issues, is that I spotted Art from Artists I loathe, and would hunt down and break their hands with a brick, if I could find them at a Con. I can get Mongoose some GOOD artists they can pay that cheeply if cost is an issue.

I also imported the Time Passes Advancement system from Dredd (The Seasoned Judges Rule), so that, as the game comes along I can toss out a development point here and there, in combination with the standard training rules, this has appeased those that can't think outside of template structure game systems such as d20, that I have to play with.

Eventually, when my work schedule loosens up a bit, I'll be able to compile all my house alterations, into one notebook (heh). Working out real well for now though I still get a lot of Whining from my diehard d20 player that can't seem to grasp Psionics in Traveller one bit, yet, will constantly demand a psionic character.

Gotta love munchkins. :D

~Rex
 
Annic Nova said:
9) Trade and commerce rules totally suck.
But, but ... this is one of Mongoose Traveller's subsystems I really like ... :shock:

Seriously, why do you think that these rules suck ?
[Not wanting to start any kind of argument, just curious]
 
rust said:
Annic Nova said:
9) Trade and commerce rules totally suck.
But, but ... this is one of Mongoose Traveller's subsystems I really like ... :shock:

Seriously, why do you think that these rules suck ?
[Not wanting to start any kind of argument, just curious]

Yeah, I like the Mongoose version better than anything I used from CT and MegaT, and since my games tend to hang heavily around trading, I used them a lot, to the point where I often knew the results of the roll before looking at the table to confirm.

Still not as smooth as I would like, but I haven't thought of a better way to do it. There are probably things I will be using from "Orbis Mundi" to help smooth it out. Or it may have been in his other book/PDF on economics, not sure right now.
 
Annic Nova said:
Cuz players like to blast into starship bulkheads with hand weapons , and turn pulse lasers on greenie indigs.

:roll:
Quite true :lol: - but I'm not sure any system could handle the former well - I'd just use a task check with effect indicating how long to success or determined failure... (in MTU those would have to be two handed weapons ;) )

As for ship scale lasers against indigenous beings and craft (any small stuffs) - unless they are moving faster than the ship could target, would be a simple survival roll with effect used to determine partial survival...

But a more unified system for the real low end (10~20 ton) ships and similiar scale vehicles might be in order (I haven't looked at the vehicle rulebooks yet).
 
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