Mongoose's New IP: Traveller is BACK

Jack of Shadows said:
This will capture my attention only if they bring Traveller into the 21st Century.

I agree, sorta, in that I will only be interested in this version of Traveller if they bring it into the 21st century.... of game design. Isn't Classic Traveller one of the first dozen or so RPGs ever made? A lot of design improvements for RPGs have seen the light of day in the past 30 years, I can't imagine going backwards will be a good thing.

As I recall CT/MT task resolution consisted of rolling 2d6 and trying to beat a 7, and most skills/stats never added more than +2 to that roll. And I also seem to recall every single thing you wanted to do in game had a task roll meticulously defined with a two-line Task Summary (or whatever it was called). This is the antithesis of "streamlined" or "universal" task resolution. As much as I don't like d20 Modern/Future, I'd waaaaaay rather see something like T20 or Saga (or hell, a gritty-fied Savage Worlds) type system than "roll 2d6, beat a 7". That's worse than Hero/GURPS!

Of course, I'm a little biased like that.
 

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Twowolves said:
As I recall CT/MT task resolution consisted of rolling 2d6 and trying to beat a 7, and most skills/stats never added more than +2 to that roll.

CT didn't have a universal task resolution mechanic, but many rolls were 2d6 + skill against a target number of 8 and some players have adopted that as a standard system. Depending on the character, it wasn't too unusual to see skills as high as 4 or so but it also wasn't unusual to see a character with no skill higher than 1.

MT had a standard task resolution mechanic, in which the target number depended on the task difficulty: 3+ for simple tasks, 7+ for routine, 11+ for difficult, and 15+ for "formidable". Characters can reduce the difficulty by taking longer on the skill check, or increase the difficulty by rushing the attempt. Appropriate skills are added directly to the roll, and so is the appropriate attribute divided by 5. MT's character generation made it easier for characters to load up on desired skills, so the modifiers were often a bit higher.

And I also seem to recall every single thing you wanted to do in game had a task roll meticulously defined with a two-line Task Summary (or whatever it was called). This is the antithesis of "streamlined" or "universal" task resolution.

Er, what? Using the same system for every roll, as MegaTraveller does, is pretty much the definition of universal task resolution. And it always seems pretty streamlined in play to me, faster and more flexible than most skill systems. The system is not at all unlike the standard d20 skill rules.
 


Jack of Shadows said:
Well,

This will capture my attention only if they bring Traveller into the 21st Century. My biggest beef is that no edition has tried to increase the tech base from the 1970's sci-fi paradigms it was conceived under. Half of the tech is already inferior under today's technology. I love the idea of Traveller's steam tramping across the stars but starships run by computers the size of a storage room with less processing power than my cellphone just don't cut it.

What I'd really like to see is a Traveller which is influenced by writers like David Weber, Richard Morgan and Peter Hamilton. Not writers like Isaac Asimov, Larry Niven, and Robert Heinlein (not that these guys aren't great writers).

The only system that seems to have latched onto the 21st century writers is Transhuman Space. Unfortunately it's GURPS which is an engine I'm not all that fond of.

Wow, that turned into a bit of a rant. Sorry about that.

Jack

I've been doing this ever since I started playing traveller. I have nano tech body armor that is able to replicate and repair itself. Came up with that in 1987. Got really excited when "replicators" showed up in SG1.

Injured? I have nanites that rebuild human body tissue.

Want to live a long time? I have nanites that repair your telemeres and prolong human life up to 300%, and make you immune to any disease or poison that is in its collective "data base".

Came up with all that in 1988.

Lost a limb? Remember that intelligent self repairing armor I mentioned? Add some "electronics" and it does an excellent job of replacing limbs. Or you could go for a cloned replacement part. Or you can wait for the nanites to rebuild it using your own DNA code, but that can take weeks.

Jump drive? You can use that if you can't afford to use or buy the "matter drive" which produces energy by simply breaking bonds between atomic particles. Its still a "jump drive" but faster and further because it works more by "folding two parts of space" together and "jumping" across the fold where they meet. Fuel? Any solid, liquid, or gas will suffice. Solids, dense solids, are best, because they contain the most atoms in the smallest amount of space.


Guess it helped that I not only read Sci-Fi novels, but also Popular Science, Scientific American, and other "hypothetical" science magazines. Meaning, the frequent times they mentioned, or even talked about in detail, about what scientists thought would one day be possible. Medically and technilogically.

Worked for me. All come up with by me before 1990. Not to mention liberally stealing "technological advances" from Star Trek, Star Wars, and many novels I read. I found many of my "nanite" ideas to have already been used in many novels I ended up reading. Even my "intelligent armor" to varying degrees.

The "MAtrix" has come closest to using my "internet" ideas, though.
 

SWBaxter said:
CT didn't have a universal task resolution mechanic, but many rolls were 2d6 + skill against a target number of 8 and some players have adopted that as a standard system. Depending on the character, it wasn't too unusual to see skills as high as 4 or so but it also wasn't unusual to see a character with no skill higher than 1.

MT had a standard task resolution mechanic, in which the target number depended on the task difficulty: 3+ for simple tasks, 7+ for routine, 11+ for difficult, and 15+ for "formidable". Characters can reduce the difficulty by taking longer on the skill check, or increase the difficulty by rushing the attempt. Appropriate skills are added directly to the roll, and so is the appropriate attribute divided by 5. MT's character generation made it easier for characters to load up on desired skills, so the modifiers were often a bit higher.


That's it. My books are buried deep in the closet, and that's how I remember it. But since stats were what, 1 to 15, average of 7, most players got at most +3 to those rolls. And again, skills may have been "up to" +4, but using the random terms-of-service character generation, getting anything higher than +1 was kinda hard, and I've never seen (in my admittedly limited experience) anything as high as +4. I understand that for the vast majority of tasks, just having the skill at all was enough, and rolling dice was not something done for every little thing, it still seems that on a 2d6 roll, the average person (7 stat = +1 to the roll) trained in a skill (+1) will only beat a 7 (and IIRC, you had to beat the target number, not match it) would fail at a "routine" task 10/36th of the time, and would fail 30/36 times at the next higher difficultly level. Ouch!


SWBaxter said:
Er, what? Using the same system for every roll, as MegaTraveller does, is pretty much the definition of universal task resolution. And it always seems pretty streamlined in play to me, faster and more flexible than most skill systems. The system is not at all unlike the standard d20 skill rules.

I guess I wasn't articulating myself well. What I meant was not that 2d6 for every action wasn't universal, but rather that every single use for every single skill was, at least in MegaTraveller, defined by a 2 line summary, which included the skill, the target number, and the time increment to try it. I found it very frustrating that all these pre-determined tasks weren't found under the skill description either, but instead sprinkled all over the rules and adventures. I suppose I just like how the d20 skills are clearly defined but open for interpretation/extrapolation, and easily found.

Even with these points about CT/MT cleared up, I still feel the 2d6+skill/stat>TN method is too choppy and rough, and would have hoped that in 30 years of game design, they would have found something they liked better. I was a fan of the GDW "House System", as clunky as it actually was, because it was pretty clear and it scaled well (or, so we thought at the time) from personnel weapon scale to vehicle scale to starship scale. But that was a looooong time ago as well....
 


Goblinoid Games said:
...and this, my friends, in one hell of a generous move on the part of Mongoose. They clearly support open gaming, and many thanks are in order to them! :cool:
Generous but can they actually do that? Someone stated it will be a modified Classic Traveller ruleset, which IIRC, is still owned by Far Future Enterprises (and Steve Miller?).

Will the modified CT ruleset be totally different from the original CT ruleset, so that it can be designated OGC?
 


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