Traveller Thread

Cozy boats edition.
Traveller is a classic science fiction system first released in 1976. In its original release it was a general purpose SF system, but a setting was soon developed called The Third Imperium, based on classic space opera tropes of the 60s, 70s, and 80s, with a slight noir tint.
Though it can support a wide range of game types, the classic campaign involves a group of retired veterans tooling around in a spaceship, taking whatever jobs they can find in a desperate bid to stay in business, a la Firefly or Cowboy Bebop.

Previous thread: Library Data: Master Archive:
mega.nz/#F!lM0SDILI!ji20XD0i5GTIUzke3iv07Q

Galactic Maps:
travellermap.com/
utzig.com/traveller/iai.shtml

Resources:
1d4chan.org/wiki/Traveller
zho.berka.com/
travellerrpg.com/CotI/Discuss/
wiki.travellerrpg.com/Main_Page
freelancetraveller.com/index.html

Music to Explosive Decompression to:
>Old Timey Space music
youtube.com/watch?v=w34fSnJNP-4&list=RD02FH8lvwXx_Y8
youtube.com/watch?v=w0cbkOm9p1k
youtube.com/watch?v=MDXfQTD_rgQ
youtube.com/watch?v=FH8lvwXx_Y8
>Slough Feg
youtube.com/watch?v=ZM7DJqiYonw&list=PL8DEC72A8939762D4
>Goldsmith - Alien Soundtrack
youtube.com/watch?v=3lAsqdFJbRc&list=PLpbcquz0Wk__J5MKi66-kr2MqEjG54_6s
>Herrmann - The Day the Earth Stood Still
youtube.com/watch?v=3ULhiVqeF5U
>Jean Michel Jarre - Oxygene
youtube.com/watch?v=nz1cEO01LLc
>Tangerine Dream - Hyberborea
youtube.com/watch?v=9LOZbdsuWSg
>Brian Bennett - Voyage
youtube.com/watch?v=1ZioqPPugEI

Apart of being the most covetet prize for pirates, how do you use space boats in your games? Anyone has tried a campaing using only them? In another thread if was expensive but not that difficult to displace some fighters or little gigs/cutters to other systems using space ships.

>
>I've heard mixed things about the 2nd edition diluting the core rulebook
This comes up fairly often, so it should be addressed:
Essentially MGT2e moves the starship creation section (but not mechanics on how to run starships in a game) to High Guard. It's not a complete move as some components (namely ship computer programs) are still in 2e Core.

Personally I find that it's a relatively negligible move, in that in 1e you had to reference 2 books for all the starship components, rather than just 1. In fact, 2e High Guard consolidates a few optional components from 1e Merchant's, Mercenaries, and the Darrian (space elves) aliens book into one place.

While some people may find that they'd rather just have 1 book, it should be noted that even the latest 1e edition of MGT core has a fair number of issues that needed to be errata'd, especially in the ship creation section, which has a few major incompatibilities with 1e High Guard (example: 1e HG changes the way pulse lasers work in order to make the game more similar to Classic, but this screws up the math pretty badly, or poor wording regarding tonnage needed for sensor/targeting systems of turrets versus bays).

2e fixes a lot of these fairly small issues (and makes missiles useful!), even if there's still some problems in the books.

What are the worst problems with the MT2? I'm in the fence about learning it or cepheus.

So MgT2 HG, the fuck is the point of standard structure over close structure? It's 10% cheaper, 10% more hull points, and visually/structure-wise pretty fucking similar, and they don't provide any sort of meaningful description. I mean, both have pod things, Close just has them slightly further out, but you'd think that would mean Close would have less hull points going on? Both are partially streamlined. There's... there's no difference?

Is this just Mongoose Mongoosing?

I've been trying to figure this out and the sensible solution is to pretend that "standard" doesn't exist. But then you have existing ship designs.

Mongoose.

Well, either that or Standard is the only configuration that can run Double, Hamster or Breakaway hulls.

Which makes sense, but then why the fuck call it standard if it's a worse option unless you're doing something specialist?

Why the fuck does the new High Guard have rules for running a bitcoin miner on your ship's computer

Mongoose has a new edition out? Like, 6e?

Is it an improvement?

Nah, MgT2 is the preferred nomenclature. It's their subline, not in the CT-T5 line.

'sok.

There used to be more of a difference. In MgT 1e, configuration limited the number of weapons you could point at a target. Close-structure ships could aim 70% of their weapons at any one target, while standard-hull ships could aim 80%. Also, close-hull ships were easier to hit with meson weapons.

Both of those things were dropped from 2e, but the hull types remained unchanged.

Is it less sprawling? Maybe a little simpler? I liked MT a lot, but some things were just ill defined or spread across 3 sourcebooks.

Chargen and trade system are preserved, right?

Well, they fixed some things and commited new errors. Tipical mongoose.

Incoming new stuff to the Archives this week: a bunch of stuff Donkey uploaded a while back that I had kind of lost in a temporary folder. (Oops)

For Classic, we've got a lot more of The Adjutant's stuff, some new and improved FASA scans (and the FASA directory is now cleaned up), another Marischal adventure, and one from Grenadier.
There's a couple new books under TravellerHero, and a lot of new stuff in T20, some of which is also usable in Classic.
The T20 Traveller's Aide series also included a book full of short fiction, and that's now double filed under Books.

Thanks again to Donkey for hunting these down for us!

Nice. Third party stuff for Cepheus engine is considered part of the traveller trove or what?

Yeah, Cepheus is just MGT1 with some Classic bits from what I see. If you've got anything for it, go ahead and share.

>What are the worst problems
The worse problems, as you can get a hint from the rest of the thread, are the omissions from 1e. A few things were cut out, probably for clarity and space, but they were pretty important. For instance, hull-types in 1e had variable facings, so that you couldn't necessarily turn all your weapons against a particular target. That was removed (mostly) in 2e. Also, and it comes up very often, the fuel usage paragraphs in 2e HG concern standard fusion or 'chemical' powerplants, but notably do not include the 1e sidebar regarding fuel consumption for fission and antimatter drives, despite the fact that both are options in 2e HG.

There's also another more general problem: insufficient (autistic) thought into some issues. For instance, 2e HG broke from older traveller rules in general by allowing variable hull values, so you could have, say, a 15 dton hull and weren't restricted to hull 'classes'. This is generally a good thing. But then, 2e didn't carry through with the idea and had odd things like, restricting jump drives to 10 dton (reducible to 7dton min) or having a minimum fuel consumption rate, which are holdovers from prior versions. Now, it's clearly not for 'balance' reasons and it just comes off as not having thought it through enough. At the very least it could have an errata if there wasn't space in the book.

That being said, I do maintain that MGT 2e is quite a good set of rules, and a solid foundation.

Thanks for all your work. Thanks for the MGT1 vs. MGT2 sticky too. That should really help a lot of people.

>the MGT1 vs. MGT2 sticky

The what now? I don't think what you're referring to was me.

Sorry. I thought you'd posted too.

Bendy legs, bendy gun.