weasel_fierce said:
So theres a couple of books out. Whats the verdict so far on the line as a whole ?
I'd have to say, for the core rules, excellent. An excellent rebuild of the original classic traveller rules -with just enough updating to not kill that odd sort of hard science sort of Space opera feel that traveller has maintained. Good set of rules for most non cyberpunk trancenedence and crunchy posthumanism setting -which is fine, since the latter and arguably all genres are not about people doing stuff (rather posthumans or superhumans doing stuff) which is not Travellers focus: "people doing stuff".
Caveat: I was pretty involved in ther playtest, and by and large, feel pretty satisfied with the result -both as general set of traveller rules building off of CT, and interms of feeling like the playtest provided useful input to the final product.
Note: While sales are no guarantee of quality, they do at least suggest that you won't be buyiing a soon - to-be orphaned line. And, honestly, the respnse hasn't looked like that of a "fashionable piece of crap thats new and flashy " that one can get in this market.....Despite all the RPG pundits denouncing MGT for catering to the grognards and nostalga markets; not moving beyond traveller; not updating the (fill in the blank with personal bugbear as regards science, social functioning, rules sytems, dice sytems, combat systems); having Boring retro-CT covers; and "on the cheap" looking art, it really has succeded, and has clearly broken out of just apealing to the "backward looking" type gamers.
For the suppliments, pretty good.
760 patrons is possibly misnamed, possibly, but seems lots more usefula than the original CT supplement;
Caveat: I've always had a much easier time generating unique (and I hope) interesting patrons - it's the constant need for encounters which often is my bottleneck ; and the encounters can mostly be turned into patrons by a brief thought about the motivations of the subject. Again, YMMV - I my gaming stlye (running them at least) asumes that I'll need to customize or complete most stuff -a habit from the old style RPG's like.....wee about everything in the first couple of generations of games - (Chivalry andSorcery and Space opera
possibly excepted..)
Merc is -well a bit disorganized, and some of the Milspec gaffes are a bit jarring, but basically a good suppliment for a campaign style I played to death in the eighties and late seventies. And am not really interested in playing now. But, it does have some cool toys, and is a bit more generic in terms of travellerizing other games sytems (WartyK) and all. Solid for its intent, shows some rough edges due to being early in the production and support of new rules.
Caveat: My opinion (at this distance in time) of the Original Merc, is a lot less shiny than it was when it came out. It really gave us big guns in an environment where Boot hill was state of the art for gun bunnie research, and Gamma world was the main alternitive to Traveller. On the whole, what it really did lwas to bring traveller out of a basic two-fisted tales l1940's early 50's kind of combat mentality into the late 20-century Fulda-gap cold war level of Military technology. No, that isn't a typo, Plasma and fusion guns aside, it really came across to me as a primer on (then) ultramodern squad level combat, with modern military organization and merc tickets thrown in. So.......I really can't see where Mongoose Merc fails to shine in comparison to the real product of blessed memory.