Other Editions and Rules I Like

Vormaerin

Emperor Mongoose
Generally, I prefer to talk about things I like more than things I don't. :D I've played Traveller since 1979 in various editions. I never actually played T4/T5, but I've read them. And they all generally have little nuggets that I like to keep. Overall, my favorite edition is MgT2e, but there's stuff from elsewhere that I like.

Classic Traveller
1) Unrefined Fuel actually matters. In BK2, using unrefined fuel wasn't just a misjump risk, but also increased the chance of maintenance problems with the engines in general. Even with BK5 and the introduction of shipboard purification, they were much larger than modern versions at the usual TL 10-12 that tramp traders were.

2) Medals and Bonuses in Character Creation. Advanced characters (Bk 4/5/7) could get medals (military) or bonuses (merchants) in addition to skills. T5 adds similar options for other character types.

3) Lasers are really scary if you don't have Reflec/Ablat/Battledress. Mid range armors like mesh/cloth/etc basically were somewhere between worthless and actively bad against laser weaponry. It's why lasers are so heavily restricted in the Law Level tables despite being less effective than automatic weapons in current rules. Haven't actually made any rules I like for this, though. Just wish it was true :D

MegaTraveller
There's probably stuff I use that originated in MegaTraveller, but I lost that rulebook to a flood long ago and I can't recall much about the rules specifically.

New Era
4) More skills for Terms 1-4 than Terms 5+. Not a fan of term limits or the very harsh aging of Traveller's rules, but I do like short timers being more equal to long timers. And also going straight into a career being more equal to going to school.

5) Lots more types of schooling :D Law School, Flight School, Technical School, Grad School, etc

6) Ship Shares: New Era's ship shares are, imho, much more interesting than other editions. Everyone in the party pools the ship shares they got. Can buy extra ship shares for Cr50k. Roll on the relevant chart to get a class of ship and how messed up it was. PCs take the resulting negatives and distribute the points between "ship is worn down", "we have a mortgage", and "modifiers on the ship size table". So players have a lot of agency with what kinds of challenges they have with their ship.

7) Heplar: Really want to love reaction drives instead of space magic woo-woo drives, but even super efficient reaction engines are still tyrrany of the rocket equation in actual play. :( I just have never had players interested in messing around with fuel usage and thrust & drift mechanics. Still like HePlar, though :D

T4
8) The psionics institute stuff in case you want to see how psionics might work in a non psi dominated society where they are generally legal.

9) Body Pistols are actually disguised guns, whether it's your iPad stylus or a belt buckle or a replacement finger bone. Not just a future version of the "plastic glock" scare of the 80s.

T5
T5's rules are just too weird for me to actually use them. But there's a ton of interesting stuff in the books.

MgT2300
10) Radiators! I just like ships having to have actual solutions to heat. Though since I am reliant on other peoples' art skills, I usually assume all Traveller ships have the advanced hull panel radiators, not the big sticking out like wings panels :D

11) Sensors! Related to radiators, Mongoose 2300 just does ship sensors better than other versions, imho.

12) Planetary Adaptation Syndrome: Not the specific rolls, as I think they are too harsh for frequent travelles like the PCs. But I like the idea that off world travellers are rare because most people get super Jetlag trying to deal with the different gravity/sky color/sunlight/air pressure/day-night cycles/microbes of other worlds.

13) Surface to Orbit matters! I like that its unlikely a ship will actually land on a planet. I like shuttles and beanstalks and space catapults and little tramp traders being airframes or lifting bodies so they can go directly to the downport (or middle of nowhere) for trade. And I like runaway landings for my fat traders :D

MgT1e
14) I liked that Mongoose 1e had bigger career events tables. D66 options instead of 2d6 reduces chances of duplicates, either on one character or between different characters of the same career.

Clement Sector
Cepheus isn't technically traveller, but whatever :D I like the longer lifespans in this version. I just don't think that the cliff falls out from folks at 34. Sure, I'm not as spry today as I was 25 years ago, but it is nothing like the calamitous effects of aging rolls in standard Traveller. And, honestly, there's enough skills and subskills that an extra several ranks being possible aren't going to wreck anything.

Anyway, just felt like calling out some things from other editions that I like.

(Didn't talk about GURPS/HERO/T20. I have those too, but I consider them to be Charted Space settings for those rules, not Traveller rules per se. All the good rules in them are like setting background stuff, not things that affect gameplay. Imho)
 
A very welcome injection of positivity into the forums!

Personally, one of my favourite previous mechanics that hasn't as yet found its way into Mongoose 2nd is Uncertain Tasks, which I believe were originally introduced in MegaTraveller (I'm sure Sigtrygg will be able to precise its origin).

There's an inherent tension between players and referees over the idea of hidden rolls; Referees might want to leverage the narrative suspense of having a result being unknown to the players, whereas players have the justifiable concern* the referee might be making up results. The idea to leverage Traveller's 2d6 task resolution system and having the players roll one of the two dice and the Referee roll the second one hidden from the players is a brilliant compromise. It allows the Referee to have the suspense whilst also giving the players enough information to actually have agency over their choices. I truly do love it.

*In an ideal world the relationship between players and Referee should be one of inherent trust, but alas, sometimes real life doesn't line up with said ideal world.
 
3) Lasers are really scary if you don't have Reflec/Ablat/Battledress. Mid range armors like mesh/cloth/etc basically were somewhere between worthless and actively bad against laser weaponry. It's why lasers are so heavily restricted in the Law Level tables despite being less effective than automatic weapons in current rules. Haven't actually made any rules I like for this, though. Just wish it was true :D

Chart lookup for resolution is a lot faster than its given credit for if you print it out and have it in front of you.

I was once noodling adapting Classic armor to 1e, but I never wrote it all down and now I'd be starting from scratch again.

MgT1e
14) I liked that Mongoose 1e had bigger career events tables. D66 options instead of 2d6 reduces chances of duplicates, either on one character or between different characters of the same career.

When I did finally switch from 1e to 2e as GM I just kept using those tables. But its easier in person I think, trying online play it appears its easier to point people at one single book.

Similarly I'm always surprised not to see more homebrew custom careers or event tables, but again, harder to communicate or sell them online than in person around the same table.
 
Generally, I prefer to talk about things I like more than things I don't. :D I've played Traveller since 1979 in various editions. I never actually played T4/T5, but I've read them. And they all generally have little nuggets that I like to keep. Overall, my favorite edition is MgT2e, but there's stuff from elsewhere that I like.

Classic Traveller
1) Unrefined Fuel actually matters. In BK2, using unrefined fuel wasn't just a misjump risk, but also increased the chance of maintenance problems with the engines in general. Even with BK5 and the introduction of shipboard purification, they were much larger than modern versions at the usual TL 10-12 that tramp traders were.
And the fact that military and scout ships can use unrefined fuel without suffering increased chance of mis-jump.
 
"Wear value" in TNE

"The DGP Task System" in MegaTrav

"Mayday" in Classic Traveller for introducing vector movement any idiot could follow.

"Imperial Squadrons" and "Pocket Empires" in T4 for giving us a meta game where we could be the emperor
 
TNE Wear values & Maintenance Points. I loved the 'spend so many hours per week' concept, and that the players could choose to skimp at their own risk, or lavish extra effort on a piece of equipment to nurse it along. I loved that Maintenance Points dropped with TL, and that a dedicated computer (extra expense and mass and maintenance as the trade off) reduced the burden. I loved that big-solid-hunks-of-material like 'hull' and 'Armor' did not factor into the maintenance. I think that the way TL and dedicated computer were handled was a bit wonky, but the basic idea was solid. I also house-ruled 'Maintenance Points' into repair times; the percentage of damage to a system indicated the amount of time required to make the repair -- small, simple systems were quicker to repair.

I liked the tracking of 'actual mass' and 'surface area' during the design sequence, and the allocation of equipment into the different hit locations of the ship or vehicle. It was a layer of complexity that casual (or non-technical) players may not have interacted with very much; but it defined limitations that designers had to pay attention to, and so it provided verisimilitude to the game universe.

I liked 'Control Points', 'Workstations' and 'Crew Stations'; and that the CP for different components could be assigned to specific workstations -- again, some players might not notice it but it provided a certain depth of realism to the game universe. Each workstation was present for a specific reason, which influenced where it was placed on the deck-plan and the skills required to decipher, use, or repair it. I liked that computers and levels of automation raised or lowered 'Control Points' in predictable ways.
 
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I liked 'Control Points', 'Workstations' and 'Crew Stations'; and that the CP for different components could be assigned to specific workstations -- again, some players might not notice it but it provided a certain depth of realism to the game universe. Each workstation was present for a specific reason, which influenced where it was placed on the deck-plan and the skills required to decipher, use, or repair it. I liked that computers and levels of automation raised or lowered 'Control Points' in predictable ways.
Not a criticism. Just a question. Why would each workstation be different? Why are they all not just a screen that you "reconfigure" for whatever task you are doing? Each individual person would have their own different configuration based on what is the most efficient for them. Obviously there would be "basic configurations" as well, but I always figured that the future would have a workstation that automatically identified the user and loaded all of that person's presets. "Computer! Give Me an engineering workstation at Station 2 and a sensor workstation at Station 5."
 
Probably because of the 70s retrofurism where for naval cic, evey station was purpose built. The digital station of modern cic wasnt seen as possible then
 
Probably because of the 70s retrofurism where for naval cic, evey station was purpose built. The digital station of modern cic wasnt seen as possible then
TNE was 90's, but stations WERE still purpose built. Hardwired switches, lightbulbs and dials are like that.
Personal computers were just starting to be used. At SIMA Mayport, a shop was lucky to have one. Associated Parts Lists (ex, every piece of a motor, valve or a small boat) were still on microfiche, and ship's drawings were on apperture computer cards with a 35mm negative glued in the card window. Haystack, a stack of 8 cd players with "all" of the navy part numbers accessible by a filtered searchengine was state of the art.
The "internet" was a mind-numbingly "fast" 1200 baud (yes I know that isn't a speed) in which you had to dial up a website using a phone number instead of a web address.
 
having the players roll one of the two dice and the Referee roll the second one hidden from the players is a brilliant compromise.
Don't tell my referee because as a player I would hate this, but the same idea has occurred to me and if I ever referee I will totally use it. Yes, on astrogation rolls too. (I will also make misjumps somewhat less unforgiving, because IMTU empty hexes are EMPTY.)
 
Don't tell my referee because as a player I would hate this, but the same idea has occurred to me and if I ever referee I will totally use it. Yes, on astrogation rolls too. (I will also make misjumps somewhat less unforgiving, because IMTU empty hexes are EMPTY.)
You can freely reroll the astrogation check though. Whats stopping them waiting until the get a six on their die? They only need to meet a TN of 4 for jump 2.
 
Not a criticism. Just a question. Why would each workstation be different? Why are they all not just a screen that you "reconfigure" for whatever task you are doing? Each individual person would have their own different configuration based on what is the most efficient for them. Obviously there would be "basic configurations" as well, but I always figured that the future would have a workstation that automatically identified the user and loaded all of that person's presets. "Computer! Give Me an engineering workstation at Station 2 and a sensor workstation at Station 5."
At higher TLs that was absolutely an option for workstations; but the 'Control Points' attribute still existed -- its' primary purpose was to determine how many workstations were needed, and for which functions. At lower TLs workstations are made up of levers and mechanical linkages; at higher TLs they are fully configurable, and functions can be moved around at will.
 
Note that this - the control points+workstations I mean - was a MegaTrav thing, not TNE.

In TNE your ship's computer model gave a particular CP multiplier that you used to help determine how many crew you needed for different functions. In TNE workstations were multi-purpose, you just installed them for each crewmember who required them.
 
Note that this - the control points+workstations I mean - was a MegaTrav thing, not TNE.

In TNE your ship's computer model gave a particular CP multiplier that you used to help determine how many crew you needed for different functions. In TNE workstations were multi-purpose, you just installed them for each crewmember who required them.
Yeah; TNE figured that computer control assisted certain functions and allowed the number of crew in those sections to be reduced -- so it was handled directly in the 'Crew' calculations. That was a change from MegaTraveller; but while the 'computers only help in certain areas' line of reasoning is good, I preferred the Control Points approach.

It has been a while since I pored over these rule-sets, so they have run together a bit in my head. Thanks for the correction.
 
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