Thanks. I currently have Coriolis and The Expanse RPG. I was wondering if Traveller offered something different making it worth buying.I currently run Mongoose Traveller 2.0 in a Pirates of Drinax sandbox campaign. It doesn't stray too far from classic Traveller in feel. They have added some modern mechanics ideas like advantage/disadvantage and roll effect based on target. The chargen is still random, but they have built in some nice features to ensure a good skill package for Travellers. It is even better for session chargen than ever.
Technology like the real world? You mean like computers that dont take up an apartments worth of space, internet/Wi-Fi, and artificial intelligence? These items have not been added to the game in any great detail, but the rules provide enough you can add them in.
Outside of spaceship combat, I find the rules are fairly vague and lean hard towards rulings over rules style play. Thats up my alley, but if you want a more D20 simulation crunch heavy system, Mongoose Traveller is probably not the game you are looking for.
In my opinion, Traveller is a lot of fun. Its my favorite Sci-fi RPG. A month ago, I'd say get the PDF of the rule book because the artwork is not great, however, Mongoose is releasing an updated 2.0 rulebook with artwork that looks very much improved. Also, they revamped the classic Secrets of the Ancients campaign with new artwork too. Maybe you are aware, and it was what generated the question, but if not check it out.Thanks. I currently have Coriolis and The Expanse RPG. I was wondering if Traveller offered something different making it worth buying.
Thanks. I currently have Coriolis and The Expanse RPG. I was wondering if Traveller offered something different making it worth buying.
?The thing with Traveller that is always difficult for me to manager is character advancement. It's not like D&D now, or many other games. It's like D&D of old. Yea you got levels and such but real character advancement was in cash (gold), influence (titles/land/conquests) and advanced gear/ships (magic items). Taxes and fees (thieves and the cost of castle building and making magic items) helped keep a cap on things.