Towards a MgT HG/FF&S

Would depend on expected sale targets.

How much money you get back, for how much money invested.

Maybe you need to salt the rule books, to ensure that.
 
Fire Fusion and Steel, either edition.
Not MgT2
FF&S is a core Traveller rulebook, Mongoose has it for sale.
Not MgT2
And?

I think at this point you are actually arguing against yourself.

FF&S is a core rule book, it has tech not in the Third Imperium, MgT HG is a core rulebook, it has tech not in the Third Imperium.
HG is a core rulebook, not a setting book.
I'm not saying the stuff I am posting is canon, it is just one way to adapt FF&S to the MgT iteration of the game. Some may find it useful, others will not, others will already have done it.
You are speaking as if your opinion were truth and I am trying to find anything that matches what you have said in MgT2, and I simply cannot find it. Traveller is now Mongoose 2 Edition. If you play other versions that is fine, but that is part of what caused the rulebook versus setting book issue in the first place. Personally, I don't think that Charted Space or the other settings should even be mentioned in the core rulebooks. Specific rule variations for those settings should be only in the setting books. The possible exception to this rule would be if there were an index with a list of each component or technology and a mark next to them informing Us of which settings use those components.
 
Oh, it was definitely the fans. The same thing happened with D&D and needing to publish Greyhawk & Mystara, then the Forgotten Realms, etc. Those early game designers in the 70s liked making their own worlds so they thought anyone who wanted to be a game master would want to do the same. But that quickly became apparent as completely wrong.

Unfortunately, the success of the Third Imperium kind of went to the head of some of the designers and they decided that they were telling a story with the setting. The TAS news was something really cool to read back in the day. I remember it being the first thing I read when I bought a new Journal. But it was poisoned fruit from a gaming perspective. Just fiction rather than game material. The articles were what got used.

Little of the JTAS news or other meta-events ever affected my actual games and the big Empire shaking elements of it got increasingly dominant in the publishing sphere to the point where they actually started hurting the game.

Charted Space is still extremely popular, but it is also a drag on the game. Plenty of people dismiss Traveller because they dislike some element of Charted Space. Of course, some of those people probably wouldn't play Traveller even if you did successfully decouple it from Charted Space. But many people don't realize you can play other kinds of Sci fi with Traveller just fine.
 
Also, something like Stutterwarp. If Traveller is the ruleset and not the setting, why isn't Stutterwarp in HG? All of these things should be in the core books. Then they are a complete toolset. If you only have stuff like Stutterwarp in the setting books, they are not useable in a non-setting specific Traveller game without having to buy the setting books. This is part of what confuses the issue between ruleset and setting books.

Edit: This is not just a 2300 problem. Behind the Claw has the TL-16 stuff from Vincennes in it. TL-16 is not specific to the Charted Space setting. It is general TL-16 stuff. Therefore, it should be in a core rulebook and not a setting book. This problem was in part created by the people writing the books. They are not separating rules from setting. This means that I cannot use this TL-16 stuff without having to buy setting books. This is a failure by Mongoose to understand the difference between a Traveller rulebook and a Charted Space setting book.
 
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Oh, it was definitely the fans. The same thing happened with D&D and needing to publish Greyhawk & Mystara, then the Forgotten Realms, etc. Those early game designers in the 70s liked making their own worlds so they thought anyone who wanted to be a game master would want to do the same. But that quickly became apparent as completely wrong.

Unfortunately, the success of the Third Imperium kind of went to the head of some of the designers and they decided that they were telling a story with the setting. The TAS news was something really cool to read back in the day. I remember it being the first thing I read when I bought a new Journal. But it was poisoned fruit from a gaming perspective. Just fiction rather than game material. The articles were what got used.

Little of the JTAS news or other meta-events ever affected my actual games and the big Empire shaking elements of it got increasingly dominant in the publishing sphere to the point where they actually started hurting the game.

Charted Space is still extremely popular, but it is also a drag on the game. Plenty of people dismiss Traveller because they dislike some element of Charted Space. Of course, some of those people probably wouldn't play Traveller even if you did successfully decouple it from Charted Space. But many people don't realize you can play other kinds of Sci fi with Traveller just fine.
Yes, that is what they kept saying but having played through that era, I can name more GMs who ran their own setting than I can folks who insisted on using a Greyhawk or Blackmore only setting. In the end, the insistence on an "official 3i setting" caused a lot of issues when the publishers did not even follow their own lore and rules.
 
Yes, that is what they kept saying but having played through that era, I can name more GMs who ran their own setting than I can folks who insisted on using a Greyhawk or Blackmore only setting. In the end, the insistence on an "official 3i setting" caused a lot of issues when the publishers did not even follow their own lore and rules.
Internal consistency is important when building a ruleset as well as a setting.
 
Yes, that is what they kept saying but having played through that era, I can name more GMs who ran their own setting than I can folks who insisted on using a Greyhawk or Blackmore only setting. In the end, the insistence on an "official 3i setting" caused a lot of issues when the publishers did not even follow their own lore and rules.
Yes, lots of us back then ran our own settings. But there were also lots of people asking for published stuff. City State of the Invincible Overlord and other third party settings did very well right from the get go (1976).

And, yes, GDW did a lot of things wrong with how they handled Charted Space. I don't think anyone at GDW thought "playing Traveller means playing in Charted Space". Fire Fusion & Steel had alternate techs in it all along. But it sold well and folks praised stuff like Traveller News Service, so they kept piling in.

But then there wasn't a lot of experience in doing that kind of thing out there at the time. They eventually went off the rails. That's why people these days don't do that kind of thing that way.
 
As boring as it is, I preferred the Lorenverse take on on Charted Space. It's hard to make your own stories even with an established background if that background goes in different directions than what you want (Yeah, so if going meta in PoD, you can wonder if the 5FW will distract the Imperial pirate hunting effort, or make Drinax refuse to use Imperial transponders (because, well, they go psycho and destroy the setting) or figure out how to avoid the oncoming Aslan wave).

In the standard Charted Space timeline it seems better to set something in Far Frontiers, The Beyond, or Vanguard Reaches, or going the other way, to Gateway where at least you have nothing written on when and how K'kree/ Lords of Thunder wave might arrive. Plus, small states, border wars, that kind of thing makes the setting more to the scale where dreadnaughts backed by 10,000 systems don't rule the day. Small state dynamics and TL10-13 seems more interesting to me and has room for both 'small' campaigns and 'large' ruler-scale adventures. Reavers Deep is another place where that could work.

Better to build that fairly static setting (I agree, a distant, vaguely sinister, and ineffectual Third Imperium should have stayed that way) as a basis. 2300 is also kind of broken by the Kafer invasion, depending on how it turns out (which again, is beyond referee control if you want to keep buying books). Also, I can't see using that setting since the Arms are based on old data, and placing a setting close to Earth makes the next discovered exoplanet a setting disrupter. If you want to focus on Sol, then it's better to have a universe with stargates or wormhole passages going to arbitrarily distant systems - you can still have star maps and trade routes, but with a few 'links' out of each system (like Alderson points, perhaps), a 2D map actually makes sense - there can even be J1 links and J2 links, etc., except it's the particulars of a higher level drive that make 'further' jumps possible.

If you're writing a story, it makes sense for your setting to be dynamic, but if you're offering a setting, then it's for others to tell the stories, and I think GDW, especially in its later years, certainly didn't get that. I bought stuff because that's what I do, but never actually did much with New Era or T4 because I hate the premise of.... can we call it T3? no, guess not... anyway, hated the Virus plotline and thought 75 years was too short of a period for a new era, especially with most of the system names changed because, why exactly? And T4 had the 'problem' of being a poorly produced 'historical drama' where the growth of the Third Imperium was a forgone conclusion and the data was all bad (hello First Survey...) That, plus the '90s were a busy and chaotic time for me, work and personal-wise, though I did manage to play in a D&D campaign for a couple of years, but no Traveller...
 
You didn't specify edition. In which ccase HG has different lasers, nott all of which are included in the Third Imperium.
You didn't specify edition.
HG is a core rulebook, not a setting book.
Yes, and includes variant technologies not found in the Third Imperium setting. In a similar way FF&S has Third Imperium technologies and options for other universes.
You are speaking as if your opinion were truth and I am trying to find anything that matches what you have said in MgT2, and I simply cannot find it.
You are changing the goal posts and arguing against yourself.
Traveller is now Mongoose 2 Edition. If you play other versions that is fine, but that is part of what caused the rulebook versus setting book issue in the first place.
High Guard is a rulebook.
Personally, I don't think that Charted Space or the other settings should even be mentioned in the core rulebooks.
I would actually introduce a bespoke setting in the core rules saying "this is how you can build your own universe", sort of like how Rurick was used in RQII.
Specific rule variations for those settings should be only in the setting books. The possible exception to this rule would be if there were an index with a list of each component or technology and a mark next to them informing Us of which settings use those components.
Trouble is authors ignorant of the setting introduced core rule book technologies that had no business being in the setting.

I like advantures that are setting neutral so I can use them in the setting of my choice.
 
Unfortunately, the success of the Third Imperium kind of went to the head of some of the designers and they decided that they were telling a story with the setting. The TAS news was something really cool to read back in the day. I remember it being the first thing I read when I bought a new Journal. But it was poisoned fruit from a gaming perspective. Just fiction rather than game material. The articles were what got used.
I used the plot of the TAS news items:
1- Imperium is seeking to expand its influence into the Spinward Marches, the latest attampt is civilian drop tanks (real reason is to have jump 6 xboats for control purposes)
2- The SM locals take exception to this
3- There is a freedom fighter group later to be named the Ine Givar
4- There is saboutage of the drop tank facilities and a mysterious "accident" on a drop tank liner
5- The Oberlindes merchant Bloodwell is destroyed by the IN due to an unfortunate transponder error.

The campaign wrote itself. The newly mustered out PCs were taken on as working passage on the Bloodwell...
Little of the JTAS news or other meta-events ever affected my actual games and the big Empire shaking elements of it got increasingly dominant in the publishing sphere to the point where they actually started hurting the game.
The FFW TAS news had very little of interest, but post FFW the jumpspace accident survivor offered an interesting plot...
only to be sweat away by the fast forward to 1121
Charted Space is still extremely popular, but it is also a drag on the game. Plenty of people dismiss Traveller because they dislike some element of Charted Space. Of course, some of those people probably wouldn't play Traveller even if you did successfully decouple it from Charted Space. But many people don't realize you can play other kinds of Sci fi with Traveller just fine.
I completely agree.
 
You can look at a published setting as a guide, as to how to optimize the game mechanics, as well as a source of ideas.
 
As boring as it is, I preferred the Lorenverse take on on Charted Space. It's hard to make your own stories even with an established background if that background goes in different directions than what you want (Yeah, so if going meta in PoD, you can wonder if the 5FW will distract the Imperial pirate hunting effort, or make Drinax refuse to use Imperial transponders (because, well, they go psycho and destroy the setting) or figure out how to avoid the oncoming Aslan wave).
What about the PCs that complete the Ancients trilogy. What part do they play in the outcome of the FFW, what if they decide to settle in the Drinax region etc...
In the standard Charted Space timeline it seems better to set something in Far Frontiers, The Beyond, or Vanguard Reaches, or going the other way, to Gateway where at least you have nothing written on when and how K'kree/ Lords of Thunder wave might arrive. Plus, small states, border wars, that kind of thing makes the setting more to the scale where dreadnaughts backed by 10,000 systems don't rule the day. Small state dynamics and TL10-13 seems more interesting to me and has room for both 'small' campaigns and 'large' ruler-scale adventures. Reavers Deep is another place where that could work.
The Spinward Marches could have remained a frontier, only a few world firmly under Imperial protection racket control, many seeking closer Imperial ties, many seeking to remain independent but trade with the Imperial worlds. Instead they had it settled for over a thousand years.
Better to build that fairly static setting (I agree, a distant, vaguely sinister, and ineffectual Third Imperium should have stayed that way) as a basis.
This, so much this.
2300 is also kind of broken by the Kafer invasion, depending on how it turns out (which again, is beyond referee control if you want to keep buying books). Also, I can't see using that setting since the Arms are based on old data, and placing a setting close to Earth makes the next discovered exoplanet a setting disrupter. If you want to focus on Sol, then it's better to have a universe with stargates or wormhole passages going to arbitrarily distant systems - you can still have star maps and trade routes, but with a few 'links' out of each system (like Alderson points, perhaps), a 2D map actually makes sense - there can even be J1 links and J2 links, etc., except it's the particulars of a higher level drive that make 'further' jumps possible.
Again I agree, I was much more interested in the provolutionist transhuman shenanigans. GDW being a wargame company first certainly shone through with the kafer war.
The changes to the near star map don't bother me so much, there are a few solutions if you want to keep stutterwarp, and many more if you redefine how FTL is achieved.
If you're writing a story, it makes sense for your setting to be dynamic, but if you're offering a setting, then it's for others to tell the stories, and I think GDW, especially in its later years, certainly didn't get that. I bought stuff because that's what I do, but never actually did much with New Era or T4 because I hate the premise of.... can we call it T3? no, guess not... anyway, hated the Virus plotline and thought 75 years was too short of a period for a new era, especially with most of the system names changed because, why exactly?
TNE bacame a favourite time period for me when I realised it was about exploration, discovering relic technology, helping people, rebuilding. The Virus stuff was and remains poorly understood by the vast majority.
And T4 had the 'problem' of being a poorly produced 'historical drama' where the growth of the Third Imperium was a forgone conclusion and the data was all bad (hello First Survey...) That, plus the '90s were a busy and chaotic time for me, work and personal-wise, though I did manage to play in a D&D campaign for a couple of years, but no Traveller...
I agree.
 
Anyway back to the project at hand.

Next up power generation - from wood fires to black hole power plants...
 
Solar powered ships will likely be a thing before long.

Solar panels to generate electricity.

The electricity is then used in a variety of ways:
motors to spin the hull for "gravity"
powering ship electronics
powering ship heaters and refrigeration cycles.
electrically powered ion and or plasma rockets and thrusters (attitude adjustment, not m-drive)
electrically powered magnetic sails to catch the solar wind
 
There's a reason starships have fusion reactors.

Surprisingly, not for the jump drive, but for life support.

Not even deep massaging the numbers changes that.
 
In the standard Charted Space timeline it seems better to set something in Far Frontiers, The Beyond, or Vanguard Reaches, or going the other way, to Gateway where at least you have nothing written on when and how K'kree/ Lords of Thunder wave might arrive. Plus, small states, border wars, that kind of thing makes the setting more to the scale where dreadnaughts backed by 10,000 systems don't rule the day. Small state dynamics and TL10-13 seems more interesting to me and has room for both 'small' campaigns and 'large' ruler-scale adventures. Reavers Deep is another place where that could work.

Better to build that fairly static setting (I agree, a distant, vaguely sinister, and ineffectual Third Imperium should have stayed that way) as a basis.
Yeah, that's why I have used the Islands as the basis for my Charted Space campaigns. Small state dynamics, TL 10-13. Imperium around to be sinister, but not actually there with anything big. There's no future information except "apparently they have a desultory war at some point and are eventually taken over by Super-Norris," which is easy to ignore, and they are close enough to published stuff you can steal it for news and what not without it actually impacting your campaign. "A year ago, this thing happened in the Imperium". There's also very little information on the worlds themselves, especially in the earliest version in TCS, which is nice.

As far as Mongoose's big adventures go, I tend to assume they are all alternate futures. "In this timeline, Drinax makes a play for regional power. But in this other timeline there was a big war. Some wonder what would happen if a singularity were to arise..." etc. Like the setting is static in 1105, but there are campaigns for different kinds of future. I feel like Matt has more or less said he envisions it similarly. So far, Deepnight, Nouns of the Ancients, and Pirates of Drinax seem to be holding up on that score. Jury is still out on 5FW. It at least has some player facing stuff, which is an improvement over GDW's version.

The Lorenverse is definitely better than the way the civil war played out or the Regency. I liked T:NE's concept a lot if you don't look to closely at its place in the timeline.
 
There's a reason starships have fusion reactors.

Surprisingly, not for the jump drive, but for life support.

Not even deep massaging the numbers changes that.
You do know the numbers are just made up...

we have real world numbers for the power needed to keep people alive on the ISS
 
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