I thought about it for some time, and figured why not?
I've put together a Myspace page for Traveller, or more specificaly to blog my soon-to-be-ran MGT game. I'm hoping this will attract more people to the game.
Not too much on the site now, just some old X-TEK stuff and Andrew Boulton's Traveller video and a link to the MGT site.
http://www.myspace.com/commandereks
Yes, this old grognard is comming back. After CT, MT, TNE, T4, GURPS and T20 (takes a big breath after saying all that) I decided to jump into MGT. I will admit I was hesitant at first. (Book 2 ship design system, "effect" dice and power alocation) But when I heard that those systems (save book 2) were done away with, it got me started. When I tinkered with the ship design system and found that it allowed you to do things Book 2 didn't (I have made a J2 M6 scout) and computers don't take up space (what?) That got me hooked. Of course the Classic feel didn't do anything to sway my attitude either. (sarcasm)
I've made 2 characters that will most likely be NPCs for the comming adventure. I call it "Traveller Adventure II: Return to Aramis Subsector". I am taking the Traveller Adventure and adding the effects of the 5th FW to it and setting it in the alternate 1120 timeline (ala GURPS).
I may post the characters at a later time. So far I have a Vargr Drifter(Belter) turned Scout and a Young Telekenetic who uses a computer geek persona as a front. I absolutely love the events and inter-player contacts in chargen.
I also made an excell spreadsheet to make MGT ship designs. It's still very clunky and not user friendly yet, so I don't feel right posting it. But I have made a few ships with it. With power alocation gone, I am curious on how power works now. Do I have to add a larger power plant if I have more energy weapons, and how does agility work? Yeah, some HG habits are hard to break.
And all this still from the playtest draft. I am hopeing to pick up the book this payday at my LGS.
So in short, after a long pause from T20, I've come back. To MGT.
I've put together a Myspace page for Traveller, or more specificaly to blog my soon-to-be-ran MGT game. I'm hoping this will attract more people to the game.
Not too much on the site now, just some old X-TEK stuff and Andrew Boulton's Traveller video and a link to the MGT site.
http://www.myspace.com/commandereks
Yes, this old grognard is comming back. After CT, MT, TNE, T4, GURPS and T20 (takes a big breath after saying all that) I decided to jump into MGT. I will admit I was hesitant at first. (Book 2 ship design system, "effect" dice and power alocation) But when I heard that those systems (save book 2) were done away with, it got me started. When I tinkered with the ship design system and found that it allowed you to do things Book 2 didn't (I have made a J2 M6 scout) and computers don't take up space (what?) That got me hooked. Of course the Classic feel didn't do anything to sway my attitude either. (sarcasm)
I've made 2 characters that will most likely be NPCs for the comming adventure. I call it "Traveller Adventure II: Return to Aramis Subsector". I am taking the Traveller Adventure and adding the effects of the 5th FW to it and setting it in the alternate 1120 timeline (ala GURPS).
I may post the characters at a later time. So far I have a Vargr Drifter(Belter) turned Scout and a Young Telekenetic who uses a computer geek persona as a front. I absolutely love the events and inter-player contacts in chargen.
I also made an excell spreadsheet to make MGT ship designs. It's still very clunky and not user friendly yet, so I don't feel right posting it. But I have made a few ships with it. With power alocation gone, I am curious on how power works now. Do I have to add a larger power plant if I have more energy weapons, and how does agility work? Yeah, some HG habits are hard to break.
And all this still from the playtest draft. I am hopeing to pick up the book this payday at my LGS.
So in short, after a long pause from T20, I've come back. To MGT.