Agentdenton
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Anyone here like any version of it?
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Just a wee bit.
My favourite, both for setting and rule is Traveller: The New Era (a name that very much gives away when it was published, IMO). This seems to make me one of a very few people (or at least a very few willing to admit this on the interwebs).
I remember being told at the time "there's no way a virus like that could ever work". I look at the internet today, and what passes for network security in far too many places, and it seems more reasonable now than ever. And Path of Tears alone had more adventure seeds and hook than you'd probably ever use.I like Traveller very much in theory, but I rarely get to play or run it. Got into it during the Megatraveller years, switched to Traveller New Era and now own Mongoose Traveller 2nd ed.
Megatraveller was a flawed gem. Some brilliant bits (universal task profile!), overshadowed by lots of crud (I don't think I ever managed to fully understand the rules). New Era was a fantastic _game_ setting. So many plothooks, so many ideas. The rules on the other hand were lackluster. Mongoose 2nd ed. is a stellar game with some fantastic supplements.
I'd happily run a reformation coalition campaign today using Mongoose 2nd ed.
One of us! I don't care if the Virus makes any sense, the setting it created screams adventure. TEDs, failing worlds, lost technology, killer robots and a real chance to do good. Fantastic setting.
Yeah, about the new era, if you ever saw the battlestar Galactica reboot it has some ideas you could use for it. A few virus strains stabilized, became sane. They want to avoid more war and co-exist with sapient life. But these are a minority. Most of the viral based intelligences are grade A insane.I like Traveller very much in theory, but I rarely get to play or run it. Got into it during the Megatraveller years, switched to Traveller New Era and now own Mongoose Traveller 2nd ed.
Megatraveller was a flawed gem. Some brilliant bits (universal task profile!), overshadowed by lots of crud (I don't think I ever managed to fully understand the rules). New Era was a fantastic _game_ setting. So many plothooks, so many ideas. The rules on the other hand were lackluster. Mongoose 2nd ed. is a stellar game with some fantastic supplements.
I'd happily run a reformation coalition campaign today using Mongoose 2nd ed.
One of us! I don't care if the Virus makes any sense, the setting it created screams adventure. TEDs, failing worlds, lost technology, killer robots and a real chance to do good. Fantastic setting.
I picked up the Hostile BoH deal. Looks very good.It’s ok, not my preferred system or space setting. That said we made characters for Hostile (a variant based I think on the Cepheus rules) last night so we’ll see how that game goes.
Traveller is great!
You get to play an in debt middle aged dude who was in the army, then became an agent, then a citizen and then a drifter. OR
You get to play an in debt middle aged dude who was in the army, then a citizen, then a drifter, then an agent!
YesAnyone here like any version of it?
While a fan of GURPS. System-wise, GURPS Traveller was overkill when it came to characters. But the lore and many of the subsystems were top-notch especially the economic system of Free TraderLove Classic Traveller and big chunks of MegaTraveller (while acknowledging it’s flaws). Wasn’t much of a fan of Traveller: The New Era, Traveller 4, or GURPS Traveller. Haven’t really looked at any of the more recent editions.
I like all versions of it apart from T20Anyone here like any version of it?
They are, but MT fixed that (mostly). One of my issues with MgT is that it's gone back to being stingy with skill levels, and yet has a large skill list.I'm a Traveller fan. A bit disillusioned and battered but a fan none the less. I was a big booster for T5, put a lot of time into trying to make it work, got very disillusioned with the updates. My favorite edition is T4 which makes me something of an outlier. I really wish we'd gotten the promised 4.5 instead of T5 because T4's character creation hits the sweet spot. It's quick. It's fun. You can go to college or university. You get four skills per term. Young CT characters are always so limited.
What was the gripe about T4? I've never read or played it but I always liked the cover art which looked a bit more 'scifi' than I was used to seeing from Traveller (I mean it looked more fun)... but it seems like it was pretty quickly shunned by Traveller fans.My favorite edition is T4 which makes me something of an outlier.
Its core mechanic was both clunky (it was a dice pool system that required “half-dice”) and statistically broken - a character with a good but not exceptional stat+skill combo (say 10 stat + 4 skill) could succeed in even “impossible” (4D) tasks 50+% of the time (you needed to roll your stat+skill or less on the requisite number of dice). Plus it valued stat ratings about double to skill ratings, which was s big difference from how previous editions had worked.What was the gripe about T4? I've never read or played it but I always liked the cover art which looked a bit more 'scifi' than I was used to seeing from Traveller (I mean it looked more fun)... but it seems like it was pretty quickly shunned by Traveller fans.
And yet you say it is your favorite edition... and I've seen at least one review now that rates it highly as well (despite it's typos). Do you houserule it a lot to make it work?T4 was a victim of early internet hate wank. That isn't to say there weren't problems. It probably comes in second for worst editing with 5.0 beating it by a mile. The Milieu 0 setting was dry and uninspiring. The Starships book was badly flawed, the First Survey Book was misprinted so badly as to be unusable. The Emperor's Vehicles was basically pictures and descriptions with no game stats. Fire, Fusion, and Steel was really good but had 14 pages of errata and misprinted every single equation. For all that Aliens Archive, Emperor's Arsenal, Central Supply Catalogue, Psionic Institutes, and Pocket Empires are really good.
Well, if we're getting into it, most careers have very low to no chances of learning a combat skill, implying a really safe society - but the events table says that terrible things keep happening to these ordinary people. That's a very specific pair of assumptions (and not one shared by previous versions of Traveller). MgT2 'fixes' this by having skill packages that the group shares out between them to cover skill gaps.My issues with Mongoose Traveller are D&D style stat bonuses, D&D style initiative, skill packages, and law givers doing the same damage as power guns. Also, the art in the first edition was awful.
The authors of the T4 FF&S were apparently not shown the printer's gallery drafts, so they didn't have a chance to pick up on that issue - the publisher said "go" to printing without checking the things or giving the authors a chance to.Plus its supplements had terrible production values (looking like they were done with desktop publishing software) and editing. A couple of infamous examples include the book “First Survey” with maps and UWPs for a dozen or so sectors but nobody noticed that a glitch in the program that generated the UWP stats caused every one of the ~6K worlds to have identical Government and Law Codes, and the revised edition of TNE’s “Fire, Fusion & Steel” (ultra-gearhead system for designing starships, vehicles, and weapons) that misprinted every one of the dozens of equations, rendering the book effectively useless. And the books weren’t cheap (IIRC they were $22 each in 1996, equivalent to ~$40 today) which added insult to the injury. Premium pricing + amateur production values & editing.
You and me both feel that way, if it helps...and this is exactly why I disliked SWNOne thing I liked about traveller is that people in it created a futuristic world but people were not epic suoerbeings in that world. You didn't have people shrugging off injuries that would kill a person because they were ''5th level'' or higher. I could see traveller characters as real people in an incredible but plausible future. I could feel the traveller world, unlike a dnd world.
Not really. T4 is my favourite edition as well, followed by CepheusI'm a Traveller fan. A bit disillusioned and battered but a fan none the less. I was a big booster for T5, put a lot of time into trying to make it work, got very disillusioned with the updates. My favorite edition is T4 which makes me something of an outlier.
In practice, you have less skills, but due to how the 2d6 vs TN works, they matter a whole lot more, I've found (played MgT1 for quite a while). OTOH, with a dicepool, your skill improving from 1 to 3 might not be a big bump in your odds of making the check...They are, but MT fixed that (mostly). One of my issues with MgT is that it's gone back to being stingy with skill levels, and yet has a large skill list.
My issues with Mongoose Traveller are D&D style stat bonuses, D&D style initiative, skill packages, and law givers doing the same damage as power guns. Also, the art in the first edition was awful.
I always find it hard when fan hate destroys an otherwise good game. The fact that most reasons for said hate tend to be petty, doesn't help my feelings, either.T4 was a victim of early internet hate wank. That isn't to say there weren't problems. It probably comes in second for worst editing with 5.0 beating it by a mile. The Milieu 0 setting was dry and uninspiring. The Starships book was badly flawed, the First Survey Book was misprinted so badly as to be unusable. The Emperor's Vehicles was basically pictures and descriptions with no game stats. Fire, Fusion, and Steel was really good but had 14 pages of errata and misprinted every single equation. For all that Aliens Archive, Emperor's Arsenal, Central Supply Catalogue, Psionic Institutes, and Pocket Empires are really good. The art was decent enough but often too dark. The Chris Foss ships didn't look like classic Traveller ships and in a few cases were more fanciful than desirable. I think the half dice in the task system got the most flak. Full dice difficulty increments are a bit too large for a 2d6 vs skill + attribute system. So they used d3s as difficulty steps. So: d6, d6+d3, 2d6, 2d6+d3, 3d6 and so on. Traveller 5 has spent three itterations proving that dice pool difficulty levels and modifiers turn into an ugly mess. Lastly there was cold fusion, hey, it was the early nineties and the jury was still out on cold fusion and so, they decided to use cold fusion as a major plot point. This industrialist from Sylea named Cleon decides to be emperor and starts making trade deals based on compact cold fusion (fusion plus reactors) and that's how the Third Imperium got started. Conceptually the idea that you had physical stats for worlds but no social stats gave it a nice sense of discovery and exploration, well at least once they reprinted the world data.
But mostly, it was the early days of the internet. The whole thing was put together over email after a GenCon meetup The fans had disliked Megatraveller and TNE and T4 was not going to be an exception. And now they had the power to shout loudly. One thing I learned from T4 fandom is about hate not love.