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"Old School" Traveller: Best Books?
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<blockquote data-quote="Treebore" data-source="post: 5381062" data-attributes="member: 10177"><p>I also like the magazine compendiums they have. Tons of tons of small adventures, odd ball equipment, etc... to use. Very sand box kind of material.</p><p></p><p>Plus Mega Traveller itself works a whole lot better now that getting the errata for it is so much easier. I never got bent out of shape about the Emperor being assassinated. I could have ignored it, but I wanted to play with some of the disruptive elements it resulted in, so I just had it be a body double that was assassinated, and it took a while to prove the real Emperor was indeed still alive.</p><p></p><p>Mechanically I much prefer MegaTraveller to Classic. Once you have the errata. Even so I am happier with Mongoose for two reasons. The primary reason is the information is largely better grouped together. The Core book has the basics of what you need to run Traveller. The supplements compile material from books and various other products, such as magazine articles into each book Mongoose does. So rather than having to go through a number of books and magazine articles, the similar material is largely grouped together in a specific book. Ships are still spread out a bit, equipment to a lesser extent, but it is still grouped far more than I used to have to deal with. So this is the biggest reason I like the Mongoose version best.</p><p></p><p>Next I do like the rules set for Mongoose best, over all. The few things I do have a problem with have been easy to modify to be perfect, as far as I am concerned.</p><p></p><p>So if you do think you would like to get into running some serious Traveller games I think you cannot go wrong investing into the Mongoose version, and it certainly does not hurt to have the older material to look at as well.</p><p></p><p>You already have the Core and Discordia books, beyond that the only books you may want to have is the C. Supply Catalogue, and maybe their Vehicles book, and maybe even their ships book. Beyond that, only buy the career books if it looks like your game is going to heavily involve those careers.</p><p></p><p>For example, I have started a game where they are Naval pilots just starting their third term. They wanted to be Fighter Pilots, so I used the High Guard careers to allow them to roll up their first two terms as Fighter Pilots and will continue to use that career path for as long as they stay in service.</p><p></p><p>I am also using the Multi Purpose fighter in there, and I am also using the Light Carrier, I called it the "Buccaneer" as the command ship they are attached to. So I am finding the book very useful.</p><p></p><p>If you are to run a Merchant heavy game you will very likely find Merchant Prince worth having, and etc...</p><p></p><p>A lot of people slam the Mercenaries book, but that was largely due to having SERIOUS errata issues, but now that the 6 page PDF is available for download, I think it is great to have if you ever use Mercenaries as a important part of your campaign idea.</p><p></p><p>If you like Judge Dredd, you will like to pick up those books too. Just make sure they are the new ones done for the Traveller rules set.</p><p></p><p>If you like Cthulthu flavoring in your sci fi, make sure to pick up Cthonian Stars whenever it gets released. Its done by the same guys who do Cthulthu Tech. I played this at Neon Con earlier this month and really enjoyed it, and I am typically not a fan of Lovecraft.</p><p></p><p>So that is the third reason to go with Mongoose Traveller. If you like Judge Dredd, Discordia, Hammers Slammers, Cthonian Stars, or any of the other Traveller based supplements/rules sets done or being done, you can use the Mongoose Traveller line as a supplement to all of them. Plus the Core book is the Core rulebook needed for all of them, so your already set in that regard.</p></blockquote><p></p>
[QUOTE="Treebore, post: 5381062, member: 10177"] I also like the magazine compendiums they have. Tons of tons of small adventures, odd ball equipment, etc... to use. Very sand box kind of material. Plus Mega Traveller itself works a whole lot better now that getting the errata for it is so much easier. I never got bent out of shape about the Emperor being assassinated. I could have ignored it, but I wanted to play with some of the disruptive elements it resulted in, so I just had it be a body double that was assassinated, and it took a while to prove the real Emperor was indeed still alive. Mechanically I much prefer MegaTraveller to Classic. Once you have the errata. Even so I am happier with Mongoose for two reasons. The primary reason is the information is largely better grouped together. The Core book has the basics of what you need to run Traveller. The supplements compile material from books and various other products, such as magazine articles into each book Mongoose does. So rather than having to go through a number of books and magazine articles, the similar material is largely grouped together in a specific book. Ships are still spread out a bit, equipment to a lesser extent, but it is still grouped far more than I used to have to deal with. So this is the biggest reason I like the Mongoose version best. Next I do like the rules set for Mongoose best, over all. The few things I do have a problem with have been easy to modify to be perfect, as far as I am concerned. So if you do think you would like to get into running some serious Traveller games I think you cannot go wrong investing into the Mongoose version, and it certainly does not hurt to have the older material to look at as well. You already have the Core and Discordia books, beyond that the only books you may want to have is the C. Supply Catalogue, and maybe their Vehicles book, and maybe even their ships book. Beyond that, only buy the career books if it looks like your game is going to heavily involve those careers. For example, I have started a game where they are Naval pilots just starting their third term. They wanted to be Fighter Pilots, so I used the High Guard careers to allow them to roll up their first two terms as Fighter Pilots and will continue to use that career path for as long as they stay in service. I am also using the Multi Purpose fighter in there, and I am also using the Light Carrier, I called it the "Buccaneer" as the command ship they are attached to. So I am finding the book very useful. If you are to run a Merchant heavy game you will very likely find Merchant Prince worth having, and etc... A lot of people slam the Mercenaries book, but that was largely due to having SERIOUS errata issues, but now that the 6 page PDF is available for download, I think it is great to have if you ever use Mercenaries as a important part of your campaign idea. If you like Judge Dredd, you will like to pick up those books too. Just make sure they are the new ones done for the Traveller rules set. If you like Cthulthu flavoring in your sci fi, make sure to pick up Cthonian Stars whenever it gets released. Its done by the same guys who do Cthulthu Tech. I played this at Neon Con earlier this month and really enjoyed it, and I am typically not a fan of Lovecraft. So that is the third reason to go with Mongoose Traveller. If you like Judge Dredd, Discordia, Hammers Slammers, Cthonian Stars, or any of the other Traveller based supplements/rules sets done or being done, you can use the Mongoose Traveller line as a supplement to all of them. Plus the Core book is the Core rulebook needed for all of them, so your already set in that regard. [/QUOTE]
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