The OP is not a longtime player. He does not have the acquired adoration for things like the ad hoc tasks and weapon-versus-armor chart look ups. These things are not a benefit for a new player; the easy to use unified skill system and the slicker combat system are a bona fide advantage for a new player. As are events and skill packages in chargen.
First off, I think that any RPG can be fun, especially Traveller, in any of its forms, regardless if we're talking about Traveller 20, Classic, Mega, New Era, or any of the other interations including Mongoose.
Mongoose has a decent system, and I'm sure the poster of the OP will have a grand old time playing that game. I'm just stating my preference for what I think is a better system.
The ad hoc tasks in CT are part of its strength, in my estimation, as the GM can (and does) create a customized task for each and every situation. The non-standardization is a boon. Forcing open one door may not be the same as forcing open a hatch. Plus, it's quite quick, once a GM has a feel for the game, with nothing to look up.
"I want to shove my shoulder into that door and force my way into the stateroom."
"No problem. Roll STR or less on 2D."
Later....
"I want to put all of my weight into forcing open that stuck hatch."
"No problem. Roll STR or less on 3D."
"Last game, you said it was 2D or less!"
"That was a flimsy stateroom door. This is a rusted iron hatch."
Customization, right on the spot. That's a CT strength.
Another thing only appearing in CT that lends itself to customization is the value of a skill level. In Mongoose Traveller and all other Traveller versions, a skill level always equals a +1 modifier. Not so in CT. Why? Customization. One-size-fits-all thinking is not always a good thing for all situations.
For example, Vacc Suit-2 is considered a very competent professional in the game. When making zero-G throw, the modifier is +4 per level of skill. So, Vacc Suit-2 nets the character a +8 on the dice. Since the zero-G throw is 8+, and the minimum roll on 2d6 is 2, that means 100% success at normal tasks in zero-G if you've got a level 2 skill in Vacc Suit.
On the other hand, when making the throw to revive someone from low berth, a Medic-2 will net the character a simple +1 modifier on the throw. Medic-1 does nothing to the throw, and Medic-3 or higher does not increase the modifier. You need a certain level of knowledge and experience for to get the modifier, and once you get it, there's no other way to improve the throw.
For example, it may take a certain level of knowledge or experience to operate a CAT scan machine. But, once you know it, you know it. It doesn't matter if you're a nurse or a brain surgeon--the brain surgeon isn't going to operate the CAT can machine any better than the qualified tech. Classic Traveller models this nicely. All other versions of the don't because the brain surgeon, with the higher skill, WILL operate the CAT scan machine better than the tech.
When firing an autorifle, the character gets +1 per skill level, but when fixing the jump drive, the Engineering throw is +1 per 2 points of skill.
My point being: Classic Traveller is a better game system because of the way it looks at tasks.
As for the unifed task system, if the player needs that crutch, then there are plenty that one can use for CT. The UTP (Universal Task Profile) most commonly associated with MegaTraveller was first developed for Classic Traveller. That task system is plug-n-play with CT.
Or, there's the UGM (Universal Game Mechanic), which is a fan created task system specifically designed for Classic Traveller. And, incidentally, it looks like Mongoose patterned their task system after the UGM since the two are about 90% the same and the UGM came out almost two years before Mongoose Traveller was published.
But, if it were me, I'd stick with the strength of "GM Call" task system in Classic Traveller. It's not that hard to get used to.
As far as the character packages in MGT, well, I don't know about you, but making up how the PCs got to know each other has been standard procedure in my games since I started playing Traveller. "Hey, my character spent 2 years in garrison duty, and your character was on Regina at the same time--THAT'S how we got to know each other!"
Sure, the Mongoose charts are neat, but all they do is force what most players were already doing.
And, you mentioned looking up charts in CT. Why would you look up charts during a game? There are plenty of charts in d20 games, but we don't look up charts for combat, do we?
You don't do that in Classic Traveller, either. Just like you would, in a d20 game, you have a character sheet and an equipment sheet. In d20, you list all the data for your weapons, right? Critical number. Hardness. Damage. Weapon Hit points. Range increment. Etc.
Well, in Classic Traveller, you do the same thing. AutoRifle -- damage, modifiers vs. the four range categories, mods vs. armor, DEX mod.
You don't look up your range increment in the book when you throw your hand axe in a d20 game, right? You just look down at your sheet. The same goes for Classic Traveller.
I could go on and on, but the point is: I just think Classic Traveller is a superior mechanics system for the reasons I list here (and many, many more that I didn't list).
Still, if the OP is invested in Mongoose Traveller, I'm sure he'll have a great time (just like a person playing 1st edition AD&D is going to have no less the "fun" than another person playing 3.5 D&D). They're just different games, and I think one is superior to the other.
So... billions of people living on a water world under a feudal technocracy. How to interpret it?
For me, this is one of the joys of playing Traveller, no matter the edition. You roll up a set of stats and then try to make some sense of it all. It's really quite facinating and a great exercise in creativity. The stats give you a basic structure, and your task is to use your noggin to figure why those sometimes illogical numbers represent something facinating in nature.
It's very cool stuff.
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