• Mongoose Traveller or Cepheus Engine

    From Kyonshi@gmkeros@gmail.com to rec.games.frp.misc on Wed Jun 19 12:49:08 2024
    From Newsgroup: rec.games.frp.misc

    I was thinking about using playing some Traveller again some day soon. I
    have started playing that with Mongoose Traveller 1st edition, but I
    never switched to 2nd edition because 1st seemed to be doing just fine.
    I found MgT to be the perfect mix of playability and hackability for
    that kind of game, although I wouldn't use it for every RPG possible.
    Lately I encountered Cepheus Engine though, which is basically just MgT
    1st edition with the serial numbers filed off, for the most part.
    It seems there were some license contentions when MgT 2nd ed. came out
    and people reacted by just cloning their own system that was slightly
    closer to 1st by using the SRD released for that one.
    It's a serviceable system from what I can see, but it of course doesn't
    have the usual product identity things that were not released in the
    original SRD.
    Namely it doesn't have more than generic descriptions of the ships
    involved (and well, no art), and it doesn't have the career events
    tables from MgT, of which the MgT system only released the scout as a reference.
    Instead it has perfectly serviceable career tables that are equivalent
    to a lot of those, but without the additional events tables.

    Which is a pity because those were one of the best things about MgT.
    Thew way how the system helped one create an actual character was
    fantastic. Unlike other systems Classic Traveller was famous for being a
    game in which you could die in Character generation on a failed Survival
    roll (a feature Cepheus Engine tries to emulate), MgT had this changed
    to eject the character from the career and maybe settle them with
    injuries. Not quite as survivable as people often claim, as I had
    multiple characters die during character generation when multiple failed Survival rolls killed them anyway.

    In any case the main reason I am looking at both of them is that I would
    love to make my own document of rules for the game I plan on running.
    But while both have similar options I am not sure if it is not just a
    lot of wasted effort, when instead I could just make a shorter houserule document.
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  • From Alex Schroeder@alex@alexschroeder.ch to rec.games.frp.misc on Thu Jun 20 20:07:38 2024
    From Newsgroup: rec.games.frp.misc

    I have run Mongoose Traveller, the first one; years later I ran Classic Traveller and it felt similar but also a bit weirder because the civil
    careers arenrCOt there. But that betting element during character creation is there, of course. I donrCOt know if many people play that way, however.
    People click on generators until they get a character they like, I fear.

    I started thinking about a short Traveller replacement based on
    conversations with Frotz. I never had any concrete plans and so it never
    went anywhere.

    https://alexschroeder.ch/pdfs/Halbardier.pdf

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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.misc on Fri Jun 21 09:52:24 2024
    From Newsgroup: rec.games.frp.misc

    On 6/20/2024 10:07 PM, Alex Schroeder wrote:
    I have run Mongoose Traveller, the first one; years later I ran Classic Traveller and it felt similar but also a bit weirder because the civil careers arenrCOt there. But that betting element during character creation is there, of course. I donrCOt know if many people play that way, however. People click on generators until they get a character they like, I fear.

    I started thinking about a short Traveller replacement based on
    conversations with Frotz. I never had any concrete plans and so it never
    went anywhere.

    https://alexschroeder.ch/pdfs/Halbardier.pdf


    Yeah, I have to say the character generation system really is one of the
    best parts of Mongoose Traveller, as it gives you a fully-fledged
    backstory. It's not quite OSR though, as it involves too much investment
    into the character at the beginning.

    It does work as a sort of party game though: everybody sits around the
    table and tries to create their character, and sometimes you manage to
    get connections with the other players. That's all very neat and easy,
    and I think it would be a great way to spend a first session.

    I was recently thinking about maybe playing Traveller Adventure 4:
    Leviathan in MgT, as that is a very nice sandbox adventure (with a
    moving base).
    --
    kyonshi - @kyonshi@dice.camp - gmkeros.wordpress.com - @kyonshi@pixelfed.de
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  • From lkh@lkh@dwalin.uucp to rec.games.frp.misc on Fri Jun 21 16:23:03 2024
    From Newsgroup: rec.games.frp.misc

    Kyonshi <gmkeros@gmail.com> wrote:
    On 6/20/2024 10:07 PM, Alex Schroeder wrote:
    People click on generators until they get a character they like, I fear.

    Which seems o.k. if you'd need a quick replacement character, I guess.
    But your also missing an interesting part of the game. The betting
    game, trying to advance your character as much as possible, or
    as much as you like, before the game starts.

    I started thinking about a short Traveller replacement based on
    conversations with Frotz. I never had any concrete plans and so it never
    went anywhere.

    https://alexschroeder.ch/pdfs/Halbardier.pdf

    There's one thing about Traveller: it's a complete game. Much more so
    than OD&D. For me there seems hardly any need to fiddle around, find
    my preferred initiative rule or whatever. You can just take the little
    three booklets and confidently start playing. It'll work without
    any house rules needed.

    Yeah, I have to say the character generation system really is one of the best parts of Mongoose Traveller, as it gives you a fully-fledged
    backstory. It's not quite OSR though, as it involves too much investment into the character at the beginning.

    So since I've run MgT1, CT and T5, and played CT, I think MgT and T5
    *seem* to offer more options and interesting life path events. But
    don't they actually give you more limitations? Which no doubt help
    in making up our minds? CT hardly gives you any rails to orient
    yourself. To my mind, that's a feature. Especially the "Others"
    carrer leaves wide room for interpretation.

    That's a general thing about rpg rules I feel: The more advanced an
    an edition is (by name, by number and year of publishing) the more
    specific it gets. Specificity may well feel like "more options",
    because they're all spelled out. But the old and lean rules sets
    never prevented you from adding as many unnamed options to your game
    as you want.

    I was recently thinking about maybe playing Traveller Adventure 4:
    Leviathan in MgT, as that is a very nice sandbox adventure (with a
    moving base).

    A great idea, I was thinking about that one too, on and off. It might
    well be a master class in domain style gaming. Since at the primary
    player level PCs would be among the highest ranking officers on the
    ship. While of course they could go on many adventures themselves,
    it would be highly realistic if they'd send regular crew members
    on individual missions planet side: an open table of
    red shirts ;)

    I also like that at the officer level there are many tactical issues
    to debate, and star ship encounters might lead to some good old
    tabletop space fighting.

    I'd be in! :D

    Also, CT would be my preferred rules choice, but I guess you knew
    that already.

    Cheers,

    lkh
    --
    xmpp: lkh@jabber.sdf.org
    mastodon: @lkh@social.sdfeu.org
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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.misc on Sun Jun 23 20:07:23 2024
    From Newsgroup: rec.games.frp.misc

    On 6/21/2024 4:23 PM, lkh wrote:
    Kyonshi <gmkeros@gmail.com> wrote:
    On 6/20/2024 10:07 PM, Alex Schroeder wrote:
    People click on generators until they get a character they like, I fear.

    Which seems o.k. if you'd need a quick replacement character, I guess.
    But your also missing an interesting part of the game. The betting
    game, trying to advance your character as much as possible, or
    as much as you like, before the game starts.

    I started thinking about a short Traveller replacement based on
    conversations with Frotz. I never had any concrete plans and so it never >>> went anywhere.

    https://alexschroeder.ch/pdfs/Halbardier.pdf

    There's one thing about Traveller: it's a complete game. Much more so
    than OD&D. For me there seems hardly any need to fiddle around, find
    my preferred initiative rule or whatever. You can just take the little
    three booklets and confidently start playing. It'll work without
    any house rules needed.

    Yeah, I have to say the character generation system really is one of the
    best parts of Mongoose Traveller, as it gives you a fully-fledged
    backstory. It's not quite OSR though, as it involves too much investment
    into the character at the beginning.

    So since I've run MgT1, CT and T5, and played CT, I think MgT and T5
    *seem* to offer more options and interesting life path events. But
    don't they actually give you more limitations? Which no doubt help
    in making up our minds? CT hardly gives you any rails to orient
    yourself. To my mind, that's a feature. Especially the "Others"
    carrer leaves wide room for interpretation.

    I think the main thing I like about MgT was that you could create a
    character and decide what you wanted to do, but it seemed like
    everything you could decide to do was somehow able to be put in. It felt
    like this was a complete world simulator in a box, and you could add to
    it but you didn't need to detract from it.

    That's a general thing about rpg rules I feel: The more advanced an
    an edition is (by name, by number and year of publishing) the more
    specific it gets. Specificity may well feel like "more options",
    because they're all spelled out. But the old and lean rules sets
    never prevented you from adding as many unnamed options to your game
    as you want.

    I was recently thinking about maybe playing Traveller Adventure 4:
    Leviathan in MgT, as that is a very nice sandbox adventure (with a
    moving base).

    A great idea, I was thinking about that one too, on and off. It might
    well be a master class in domain style gaming. Since at the primary
    player level PCs would be among the highest ranking officers on the
    ship. While of course they could go on many adventures themselves,
    it would be highly realistic if they'd send regular crew members
    on individual missions planet side: an open table of
    red shirts ;)

    I also like that at the officer level there are many tactical issues
    to debate, and star ship encounters might lead to some good old
    tabletop space fighting.

    I'd be in! :D

    I afterwards realized there was a 2nd ed. reboot scenario of Leviathan
    called The Last Flight of the Amuar, which actually is based on one
    small tidbit in Leviathan that claims the Amuar was a Leviathan-class
    ship that was lost in the Trojan Reaches.
    The adventure is basically meant as an update to Leviathan, as Leviathan
    seems to imply that nobody knows what is going on in the Outrim Void
    despite it being right next to an area that has been settled and
    explored for centuries.
    Although I think this is nicely explained in Leviathan itself: the
    Imperium has information about the area under wraps, and it's just the
    patrons of the PCs that don't have the info available. ALthough I guess
    that made more sense when the Information Superhighway wasn't a thing.

    By the way I realized Albie Fiore seems to have been the driving force
    behind Leviathan. The same Albie Fiore who wrote The Lichway and The
    Halls of Tizun Thane for White Dwarf.
    I find it rather sad that afterwards he decided to put his talents
    elsewhere, as those three scenarios all are great works, and I wish we'd
    have more stuff from him. He seems to have focused on boardgames for a
    while (he cowrote Talisman) and then went into crossword design for the Guardian and the Financial Times. But I wish he'd been more prolific
    creating DnD and Traveller stuff.

    Also, CT would be my preferred rules choice, but I guess you knew
    that already.

    MgT 1st is mine, so there's that.


    Cheers,

    lkh

    --
    kyonshi - @kyonshi@dice.camp - gmkeros.wordpress.com - @kyonshi@pixelfed.de
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  • From Justisaur@justisaur@yahoo.com to rec.games.frp.misc on Fri Jun 28 07:22:05 2024
    From Newsgroup: rec.games.frp.misc

    On 6/21/2024 12:52 AM, Kyonshi wrote:
    On 6/20/2024 10:07 PM, Alex Schroeder wrote:
    I have run Mongoose Traveller, the first one; years later I ran Classic
    Traveller and it felt similar but also a bit weirder because the civil
    careers arenrCOt there. But that betting element during character
    creation is
    there, of course. I donrCOt know if many people play that way, however.
    People click on generators until they get a character they like, I fear.

    I started thinking about a short Traveller replacement based on
    conversations with Frotz. I never had any concrete plans and so it never
    went anywhere.

    https://alexschroeder.ch/pdfs/Halbardier.pdf


    Yeah, I have to say the character generation system really is one of the best parts of Mongoose Traveller, as it gives you a fully-fledged
    backstory. It's not quite OSR though, as it involves too much investment into the character at the beginning.

    It does work as a sort of party game though: everybody sits around the
    table and tries to create their character, and sometimes you manage to
    get connections with the other players. That's all very neat and easy,
    and I think it would be a great way to spend a first session.


    I only played Traveller once (if you don't count Megatraveller CRPG
    which I enjoyed too) and the session consisted of making a character.
    Never actually did anything. I found it fun anyway.

    I used Heroes of Legend in 2e AD&D quite a bit which has a similar
    background generation (no betting though, and no chance of death,
    unplayable characters yes) for fantasy. I eventually found it a bit too complicated and long and affecting character power and pared it down considerably. I stopped using it sometime in 3e altogether, but
    occasionally fondly reminisce about 'session 0' where we'd spend a good portion of the first session making backgrounds with it.
    --
    -Justisaur

    |+-|+
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  • From smaug@smaug@ereborbbs.duckdns.org to rec.games.frp.misc on Thu Jul 4 12:27:13 2024
    From Newsgroup: rec.games.frp.misc

    Justisaur <justisaur@yahoo.com> wrote:
    On 6/21/2024 12:52 AM, Kyonshi wrote:
    On 6/20/2024 10:07 PM, Alex Schroeder wrote:
    I have run Mongoose Traveller, the first one; years later I ran Classic
    Traveller and it felt similar but also a bit weirder because the civil
    careers aren???t there. But that betting element during character
    creation is
    there, of course. I don???t know if many people play that way, however.
    People click on generators until they get a character they like, I fear. >>>
    I started thinking about a short Traveller replacement based on
    conversations with Frotz. I never had any concrete plans and so it never >>> went anywhere.

    https://alexschroeder.ch/pdfs/Halbardier.pdf


    Yeah, I have to say the character generation system really is one of the
    best parts of Mongoose Traveller, as it gives you a fully-fledged
    backstory. It's not quite OSR though, as it involves too much investment
    into the character at the beginning.

    It does work as a sort of party game though: everybody sits around the
    table and tries to create their character, and sometimes you manage to
    get connections with the other players. That's all very neat and easy,
    and I think it would be a great way to spend a first session.


    I only played Traveller once (if you don't count Megatraveller CRPG
    which I enjoyed too) and the session consisted of making a character.
    Never actually did anything. I found it fun anyway.


    There's this distinction now that crpgs are not actual rpgs. If people in
    the elder times (the 80s...) had known that. A lot of early attempts at computer games were attempts to get the DnD experience into a solo format
    with the computer playing the role of the DM.
    Even Colossal Cave started out like that.
    Nowadays people will of course say those aren't real roleplaying games.

    I used Heroes of Legend in 2e AD&D quite a bit which has a similar background generation (no betting though, and no chance of death,
    unplayable characters yes) for fantasy. I eventually found it a bit too complicated and long and affecting character power and pared it down considerably. I stopped using it sometime in 3e altogether, but occasionally fondly reminisce about 'session 0' where we'd spend a good portion of the first session making backgrounds with it.

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