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Any Traveller RPG (Mongoose version) fans here?
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<blockquote data-quote="Water Bob" data-source="post: 6021552" data-attributes="member: 92305"><p>I'm a HUUUGGGEEEE Traveller fan. I ran a campaign that lasted five years in the 90's with a group of six players, playing every two weeks. Fun times.</p><p> </p><p>I haven't taken a shine to Mongoose's version, though. I'm a Classic Traveller fan. I like the versitility and freedom of the CT task resolution rather than the stuffy, confined task system that Mongoose's version uses. And, that's ironic because the MGT task system is one that mirrors a task system I wrote and posted to the Citizens of the Imperium forum a few years before Mongoose Traveller was created.</p><p> </p><p>I wrote if for use with Classic Traveller. The task system I called the UGM, or "Universal Game Mechanic". If you do a Google for it, you can still find a few web sites that use it. At the time, it was a fairly popluar task system for Traveller. I was suprised when I saw Mongoose Traveller using something that was almost exactly what I had written a few years earlier.</p><p> </p><p>But, even though I wrote the UGM, I prefer the free-form style of Classic Traveller. I like how the GM can customize a task to the situation. I think that's better than one size fits all systems.</p><p> </p><p>CT's flexibility, though, even went to skill checks. For example, a skill check using the Vacc Suit skill might give a +4 bonus <em>per skill</em>. Thus, a character would only need Vacc Suit-1 to be proficient in a wide range of Vacc Suit checks. Vacc Suit-2 would give a +8 bonus. </p><p> </p><p>Other types of skill checks might give a +1 per two points of skill. And, of course, there's the standard 1 skill level equals a +1 modifier.</p><p> </p><p>For example, let's say a character's got Engineering-2. For most Engineering tasks, he gets a +2 on his checks. But, then, let's say he's needed to fix something mechanical. He can use his Engineering skill, at +4 per skill level (+8 mod to this check), or another character can use their Mechancal-3 skill at the standard +1 per skill level. In this way, the dominance of the Enginnering skill is shown.</p><p> </p><p>Maybe there's something in engineering that extremely hard to fix. You could say that the bonus is +1 per two points of Engineering skill.</p><p> </p><p>CT also has checks where a minimum skill level is required, but no bonus is given after the minimum is supplied. The roll to rouse a person from Low Berth comes to mind. Medical-1 or better gives a +2 bonus on the throw. So, it doesn't matter if the character has Medical-1 or Medical-5, the bonus is still +2.</p><p> </p><p>This is just one aspect of why I like CT better than all of the other editions. I could go into some more detail, about weapon selection and requirements and such (I like that too--your stats dictate which weapons you're best at using), but this post is getting long and probably digressing from your original intention.</p><p> </p><p>But, yes, brother. I am a Traveller fan. A huge one.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6021552, member: 92305"] I'm a HUUUGGGEEEE Traveller fan. I ran a campaign that lasted five years in the 90's with a group of six players, playing every two weeks. Fun times. I haven't taken a shine to Mongoose's version, though. I'm a Classic Traveller fan. I like the versitility and freedom of the CT task resolution rather than the stuffy, confined task system that Mongoose's version uses. And, that's ironic because the MGT task system is one that mirrors a task system I wrote and posted to the Citizens of the Imperium forum a few years before Mongoose Traveller was created. I wrote if for use with Classic Traveller. The task system I called the UGM, or "Universal Game Mechanic". If you do a Google for it, you can still find a few web sites that use it. At the time, it was a fairly popluar task system for Traveller. I was suprised when I saw Mongoose Traveller using something that was almost exactly what I had written a few years earlier. But, even though I wrote the UGM, I prefer the free-form style of Classic Traveller. I like how the GM can customize a task to the situation. I think that's better than one size fits all systems. CT's flexibility, though, even went to skill checks. For example, a skill check using the Vacc Suit skill might give a +4 bonus [I]per skill[/I]. Thus, a character would only need Vacc Suit-1 to be proficient in a wide range of Vacc Suit checks. Vacc Suit-2 would give a +8 bonus. Other types of skill checks might give a +1 per two points of skill. And, of course, there's the standard 1 skill level equals a +1 modifier. For example, let's say a character's got Engineering-2. For most Engineering tasks, he gets a +2 on his checks. But, then, let's say he's needed to fix something mechanical. He can use his Engineering skill, at +4 per skill level (+8 mod to this check), or another character can use their Mechancal-3 skill at the standard +1 per skill level. In this way, the dominance of the Enginnering skill is shown. Maybe there's something in engineering that extremely hard to fix. You could say that the bonus is +1 per two points of Engineering skill. CT also has checks where a minimum skill level is required, but no bonus is given after the minimum is supplied. The roll to rouse a person from Low Berth comes to mind. Medical-1 or better gives a +2 bonus on the throw. So, it doesn't matter if the character has Medical-1 or Medical-5, the bonus is still +2. This is just one aspect of why I like CT better than all of the other editions. I could go into some more detail, about weapon selection and requirements and such (I like that too--your stats dictate which weapons you're best at using), but this post is getting long and probably digressing from your original intention. But, yes, brother. I am a Traveller fan. A huge one. [/QUOTE]
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