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<blockquote data-quote="aramis erak" data-source="post: 8441125" data-attributes="member: 6779310"><p>In hands familiar with CT or MT (MegaTraveller), it <em>can</em> feel like CT. But it's actually different under the hood, and has several key diffferences that can reduce that feel... The revised MGT from 2016 is MGT2.</p><ul> <li data-xf-list-type="ul">A task system (Which CT doesn't have) MT and MGT1 & 2 have ones. MT's isn't the same as MGT's </li> <li data-xf-list-type="ul">different design system for ships (The MGT1E is close to CT, but many key differences; MGT2E is similar to CT HG; at a combat system level neither is stat compatible for weapons to the CT counterparts, but close enough that designs and deckplans can be converted easily.)</li> <li data-xf-list-type="ul">A different approach to careers. CT & MT careers are single track, have few cascade skills; MGT has more cascades, and each career is actually 3 closely related</li> <li data-xf-list-type="ul">Very different approach to weapons. CT weapon skills are very narrow, and the primary reason for cascades. MT and MGT1 both have far fewer, significantly broader ones. MGT2 has even fewer; most small arms fall under 1 weapon skill in MGT2.</li> <li data-xf-list-type="ul">Different maintenance rules; each editions' are slightly different. (This often causes interesting discussions on COTI)</li> <li data-xf-list-type="ul">Different shipping and passenger rules. CT has two different sets - Bk2 and Bk7 (and CT 1E/2E have some minor differences); MT is a very close variant of Bk7; MGT 1E is wholly new (but in part based upon CT2E, CT Bk7, MT, and T20...), but procedurally different from all. I haven't bothered looking in MGT2 at the trade system.</li> </ul><p>It's not a bad game. But one's approach to rules and to setting materials may result in it not feeling much like CT.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8441125, member: 6779310"] In hands familiar with CT or MT (MegaTraveller), it [I]can[/I] feel like CT. But it's actually different under the hood, and has several key diffferences that can reduce that feel... The revised MGT from 2016 is MGT2. [LIST] [*]A task system (Which CT doesn't have) MT and MGT1 & 2 have ones. MT's isn't the same as MGT's [*]different design system for ships (The MGT1E is close to CT, but many key differences; MGT2E is similar to CT HG; at a combat system level neither is stat compatible for weapons to the CT counterparts, but close enough that designs and deckplans can be converted easily.) [*]A different approach to careers. CT & MT careers are single track, have few cascade skills; MGT has more cascades, and each career is actually 3 closely related [*]Very different approach to weapons. CT weapon skills are very narrow, and the primary reason for cascades. MT and MGT1 both have far fewer, significantly broader ones. MGT2 has even fewer; most small arms fall under 1 weapon skill in MGT2. [*]Different maintenance rules; each editions' are slightly different. (This often causes interesting discussions on COTI) [*]Different shipping and passenger rules. CT has two different sets - Bk2 and Bk7 (and CT 1E/2E have some minor differences); MT is a very close variant of Bk7; MGT 1E is wholly new (but in part based upon CT2E, CT Bk7, MT, and T20...), but procedurally different from all. I haven't bothered looking in MGT2 at the trade system. [/LIST] It's not a bad game. But one's approach to rules and to setting materials may result in it not feeling much like CT. [/QUOTE]
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