Mithras
Banded Mongoose
I like my Traveller, and always have, as a gaming abstraction not a simulation. Others like the sim aspects of it, and whether its star system generation, vehicle construction or Vilani language syntax, push for more.
I welcome an effects based vehicle system. I currently use a rewritten version of Joe Mauloni's neat Traveller vehicle system system Vehicles: Design and Operation at: http://www.the-children-of-earth.org/CTRdl1.html
Joe Mauloni created a fantastic vehicle design and operations system for classic traveller that retained CT’s fast and rules-light feel, without the overly complex calculations of FF&S, GURPS Vehicles or MGT’s Military Vehicles. I love the design system, and created some simple additional rules for submarines and aircraft.
It sounds very much like the new version of the Mongoose vehicle book will be very similar in scope, concept and complexity. And I can't wait to see it.
If it takes me an hour to design one vehicle, I might have time to design half a dozen for the campaign. But my games skip from world to world, at varying TLs. I need to create half a dozen vehicles for every world, I try to give each world its owwn distinct flavour of craft. I need to do it quickly while I'm writing the scenario.
So, its all good to me.
I welcome an effects based vehicle system. I currently use a rewritten version of Joe Mauloni's neat Traveller vehicle system system Vehicles: Design and Operation at: http://www.the-children-of-earth.org/CTRdl1.html
Joe Mauloni created a fantastic vehicle design and operations system for classic traveller that retained CT’s fast and rules-light feel, without the overly complex calculations of FF&S, GURPS Vehicles or MGT’s Military Vehicles. I love the design system, and created some simple additional rules for submarines and aircraft.
It sounds very much like the new version of the Mongoose vehicle book will be very similar in scope, concept and complexity. And I can't wait to see it.
If it takes me an hour to design one vehicle, I might have time to design half a dozen for the campaign. But my games skip from world to world, at varying TLs. I need to create half a dozen vehicles for every world, I try to give each world its owwn distinct flavour of craft. I need to do it quickly while I'm writing the scenario.
So, its all good to me.