Travellers Needed - The Future of Traveller

One of the issues with the second edition of Mongoose Traveller is rule sprawl - there are dozens of very useful rules scattered across various supplements. I'm talking about stuff like the exploration rules, scientific research rules, etc.
Out of interest, what rules would everyone like to see brought together in one volume?
 
Out of interest, what rules would everyone like to see brought together in one volume?
As I commented on the Astrogation post: a volume focusing on exploration and survey. A compilation with the exploration rules introduced in Great Rift and expanded in Deepnight and the recent Rim Explorations and the World Building Manual (sadly my financial situation doesn't allow me buy the latter two yet). With more detailed info about sensors and some of the great ideas proposed in the Astrogation post. And even introducing some mechanics for hexcrawling planetary exploration. The deam handbook for surveying scouts and perfectly compatible with the previous publications.
 
I hate to say this but a third edition is kind of a necessity at this point due to rules being spread throughout the entire line.
The current core rulebook appears to have dropped the experience rules.
There are optional rules for combat all over the place.
There are additional rules for ships all over the place.
There are now at least 4 books needed to cover sector exploration in detail, with different rules... (that's how you can tell it is authentic Traveller)
Equipment is scattered throughout books etc.

I know it will be a few years away, but a third edition would be on my list.
 
You can control it from an apple XXVII watch - the actual machinery that flies the craft is automated to the point of pushing virtual buttons...
 
I hate to say this but a third edition is kind of a necessity at this point due to rules being spread throughout the entire line.
The current core rulebook appears to have dropped the experience rules.
There are optional rules for combat all over the place.
There are additional rules for ships all over the place.
There are now at least 4 books needed to cover sector exploration in detail, with different rules... (that's how you can tell it is authentic Traveller)
Equipment is scattered throughout books etc.

I know it will be a few years away, but a third edition would be on my list.
I dunno that a 'new edition' is necessary. It's not like there needs to be significant changes to the rules. Consolidating all the rules that are in the various non-rules books into a single book would be very useful. That's not something a 3e would accomplish, because it is not like a new edition would make a bigger core book feasible.
 
You don't need to update the core rulebook to a third edition.
The Companion is the place to gather all the extra rules together. As for the equipment, that's what the CSC is for. That needs to be rebuilt, designed for regular updating and expanding. Same for High Guard. Maybe an expansion for HG titled Just The Ships.
 
The main thing I'd be interested in would be a 2e version of Merchant Prince. It's all gone very military sci-fi recently, which I know a lot of folks like, but I prefer civilian Traveller and 1e was great at supporting that :).
 
The main thing I'd be interested in would be a 2e version of Merchant Prince. It's all gone very military sci-fi recently, which I know a lot of folks like, but I prefer civilian Traveller and 1e was great at supporting that :).
I thought we had been going more deep space of late :)

However, Merchant Prince and other related goodies are on the cards, we just need to clear a few projects first...
 
I would still go with:
Merchants Edition - like the Explorer's Edition but with a couple of merchant careers, trade rules, deck plans of the free, far and fat trader.
Merchants of Aramis - a full on boxed set that has expanded merchant rules, trade rules, megacorporations, and an updated version of The Traveller Adventure, including Vargr and Vargr corsairs which could lead to the Vargr supplement...
 
I would still go with:
Merchants Edition - like the Explorer's Edition but with a couple of merchant careers, trade rules, deck plans of the free, far and fat trader.
Merchants of Aramis - a full on boxed set that has expanded merchant rules, trade rules, megacorporations, and an updated version of The Traveller Adventure, including Vargr and Vargr corsairs which could lead to the Vargr supplement...
That would be better than nothing, but I'd much prefer if the merchant material were part of the core series and thus not necessarily integrated with the Charted Space setting. My preference would be for a single book, not a box set for 1.5x the price with extra material I don't need.
 
Thinking a bit more about a future settings book.

An overview of potential future Traveller settings.

1. The Emperor is assassinated - no need to specify which one :)
2. Long Night - there used to be an empire, but it fell apart centuries ago. Your planet has recently rediscoverd jump drive
3. The New Era - the Hivers are helping rebuild, but there is a great threat looming
 
Thinking a bit more about a future settings book.
This is thing, but likely a very long time in coming.

That said, the seeds are being sown. Which is why I keep saying all the endings in, say, Secrets and the FFW are canon :) We are building with this in mind.
 
As I made pretty clear earlier, I think that a deep look at Merchants is very important to the line. This is one of the two traditional defaults for Traveller and it gets almost no usable support in the rules. And never really has. Everything published is either pretty high level abstraction or easily abused simplistic charts.

A lot of groups I've encountered over the years have wanted to do that, but not known how to get the results they wanted. Obviously, you have a lot of cool stuff already in the works, but I would recommend getting this into the pipeline sooner rather than later.
 
What I would love to see is a full fledged PointBuy system that can completely replace the random roll system. Would make MgT playable for me and my players (Currently we use GT as a rules set since random roll is a big NO! for us in character generation)
There is a point-buy character generation system in the Traveller Companion - p22 of the 2018 edition, p22 of the 2024 Update
 
I’d like to see a Rebellion/Hard Times slip case set. Kind of like Pirates with a source book for the Rebellion and a Hardtimes conversion book and a sandbox campaign set between the two like Pirates of Drinax. Maybe something like the Nail Mission in the back of the Rebellion Source book at least as a starting point. It could include Corridor sector.

You could than do a TNE source book or Slip box

This would really open up the setting giving players the chance to play in the war torn time frame with Rebellion/Hard Times and a exploration/rebuilding setting with TNE. You could change the virus to maybe a experimental AI that gets installed in one factions fleet and has Van Newman aspects “ it captures ships and replace the computer with a AI but it’s program forbids building new ships”. This should give the Virus effects without the problems that a transmission vector has.
 
The difficulty I have with wanting more rules is simply that there are more rules. It's a fine line between having enough rules to be able to play and having rules that you have to stop the game to go find. And when I make a decision and my player says that in such and such book the rule is......

Regarding canon and documenting what happens to whom in the future, Mongoose must know that a lot of people are going to get very upset if the FFW goes against how someone has done it in their own game. I read a thread about how POD is pointless since the Aslan are going to invade and take over the Trojan Reach......well that sucks and my players might as well give up now.

Supplements are useful e.g. merchants or the Imperial Navy.

Having a point buy system is not needed in Traveller because if you want, you can choose whatever career and any skill if that's what you want to do. You don't even have to roll for survival and advancement.

Good adventures and good campaigns. If Mongoose can make them as good as POD but for other aspects of the game them I'm all in. But then there are a lot of people who are really good at creating their own stories and just need a bunch of random tables to help them along.....

Ok, maybe I'm rambling a bit but there is so much stuff already out there that it's hard for a manufacturer to give everyone something new and also what everyone wants.
 
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