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Marches Adventure 1: High and Dry
by Marius F. [Verified Purchaser] Date Added: 02/28/2016 07:57:14

Nice starting adventure to give the players access to a ship with some quirks and history. I like that the advanture does not require any combat. I like that the book has a few neat maps of the locations in question to make it easier for the GM to explain the various situations. It is also a bonus that the adventure does not require any combat to complete. The main drawback is that much of the adventures events is based on the playing character always beeing out of luck or receiving the short end.



Rating:
[4 of 5 Stars!]
Marches Adventure 1: High and Dry
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Reach Adventure 1: Marooned on Marduk
by Marius F. [Verified Purchaser] Date Added: 02/28/2016 07:54:56

Short adventure that can be included into any campaign and any remote location. I would like to have seen at least a few ready do use maps of the environment and the combat sceenes. Also would have been nice with a bit more information about the planet to make aftermat and follow up adventure easier.



Rating:
[4 of 5 Stars!]
Reach Adventure 1: Marooned on Marduk
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Traveller Core Rulebook
by Marius F. [Verified Purchaser] Date Added: 02/28/2016 07:39:54

Nice book with very clear explanations of the system.


Drawbacks:



  • No setting information

  • No infromation about configuring a ship, feels like must have information to play the gam.



Rating:
[4 of 5 Stars!]
Traveller Core Rulebook
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Traveller Referee's Screen
by Customer Name Withheld [Verified Purchaser] Date Added: 02/28/2016 06:50:29

Overpriced and underwhelming!


This new edition of Traveller from Mongoose is great, gut thier referee screen disappoints. Too little substance for too much money. The product description says the document is 13 pages.


Here's a breakdown of the 13 pages:


Page 1: The cover - It has a table of contents (yes for 13 pages)
Pagse 2-5 Reference sheets from the new core rules
Pages 6-9: B/W art of the 4-panels
Pages 10-13 Color art of the 4-panels


I guess I misunderstood that 13 pages would be in addition to the screen art. I also wasnt expecting to get the screen art twice. The art is cool I'll give them that. But I was hoping for AT LEAST 13 pages of charts and tables from the core rules! Not 8-pages of the screen art.


I can't imagine paying $20 for the printed version anf the "discounted" pdf for $11.99 is not worth it either. Maybe $3.99.



Rating:
[1 of 5 Stars!]
Traveller Referee's Screen
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Deneb Sector
by Customer Name Withheld [Verified Purchaser] Date Added: 02/20/2016 23:24:53

Fantastic! Just like the paper copy I own! It is clear and clean and even looks good printed. Well worth the money spent.



Rating:
[5 of 5 Stars!]
Deneb Sector
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The Book of Encounters & Lairs
by Bruce L. [Verified Purchaser] Date Added: 02/11/2016 16:46:15

Wow!!! This book lists 46 separate encounters, two of each monster type, one, "On the road," so to speak, and the other of the monster type in their lair. Note that the two encounters may feature a different type of the same creature from the, "On the road, encounter." The monsters featured are varied: Aboleth, Behir, Bugbear, Derro, Black, and White Dragons, to name just a few!


The encounters are labelled for "Encounter Level" (EL) which helps the DM make a decision, at a glance, whether a selected encounter is of the correct level. There are also guidelines for scaling the encounters to a different EL. The encounters offer tactics, maps for each encounter area, with descriptions on how the monsters will approach the PC's. Each encounter consists of two, or more, pages of description. The second, Lair encounter, features the same family of monster, though not always the same monster in particular. For example the wilderness encounter, for the two Dragon entries, concerns a (named) Black Dragon, while the Dragon Lair encounter, concerns a mated pair of White Dragons. The lair encounters are given the same level of details regading the monsters habits, how they will react, etc. The White Dragons' lair, for example, features a frozen larder, complete with subtle clues as to what the PC's will encounter when they penetrate deeper into the Pair's lair!


At the end of the book, there are Encounter Charts: "These charts will provide a Games Master with all the information needed to determine just exactly what it is the party encounter, how many of them there are and scale it all according to the level of experience the group represents." Now this, is fantastically useful to the DM!


The final chapter, "Help for the Games Masters," is quite useful, It offers direct instructions for the DM. Here is a line which captures the sense of this final chapter, "The gaming gloves are off here; this is just you and me, talking about encounters and gaming from the perspective of how to run a better, more believable game." It consists of seven tips, with lengthy discussions, on how to improve your game -- both for you, and your players. Overall, this book is quite well done, in all aspects. I look forward to using it in my own games! Cheers!



Rating:
[5 of 5 Stars!]
The Book of Encounters & Lairs
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Traveller Core Rulebook
by sam w. [Verified Purchaser] Date Added: 02/04/2016 09:15:20

An improvement in evert way from MGT1. Mechanics are completely cleaned up, the book layout and art brings in into the 21st century, and previously the "boring & long" space combat has been updated significantly.


I'd like to point out the sole item that people seem concerned about, starship construction rules being moved to the upcoming High Guard book (within a month or two), makes perfect sense and I view it as a positive change. I had never previously created a ship with just the core 1st edition traveller, due to ammendments and changes published in High Guard. In 2nd edition, they avoid this mistake by ensuring a full set of complete and verified construction rules in the book dedicated to such, rather than splitting them over two books.


For a more complete review, please see:
htt-
p://www.rpg.net/reviews/archive/16/16668.phtml


This product is absolutely worth your time and money.



Rating:
[5 of 5 Stars!]
Traveller Core Rulebook
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Traveller Core Rulebook
by Edwin A. [Verified Purchaser] Date Added: 02/01/2016 14:54:16

OK I read pretty much all of this, and it hasn't changed that much from 1.0. It's a cleanup, and there are some good rules added, but it's not fundamentally very different. I think pretty much everything (Mongoose) will be compatible with it.


In short, if you don't own Traveller, this is the book to buy. If you do own Mongoose 1.0 you probably don't need this unless you're running a campaign, and if you are, you probably will be enticed by something below. I'm looking forward to the other books and will definitely buy them.


caveat: I could be wrong about any of this, it's from memory.


New rules:
damage from Falling/gravity heat/cold poisons, vacuum, radiation, etc. (LOTS on radiation)
power requirements for ship systems
ship critical hits, which may impact power requirements
different repair rules (better engineer rolls use less spare parts, which are expensive)
specific grapple rules
Trade table is flattened. easier to make some money, but harder to score huge
Passenger revenue is more varied and more profitable and therefore more attractive.
Modernization overall (computers don't take huge amounts of space. cooler tech)
Sensor rules are better defined and more interesting
There's an included subsector (setting) which may be interesting, I didn't read it in detail
More interesting non-weapon things to do in ship combat (engineer actions/maneuvering/sensor jamming/etc.)
some of the skills have been rearranged and make more sense. (computers is now under electronics, for example.)
Pre-career education (university or military academy) is available.
Task chains are less swingy -> (can't give huge +/- to someone else by helping)
I think the man combat stuff added some options: parry/dive for cover/dodge, but don't quote me on it
ship maintenance costs now scale, can double-bunk.
Ship construction (see below) is more granular, and has more options.


Cons:
Ship construction is NOT included in this book, I had to extrapolate from some of the beta stuff and the ship examples, but the examples are playable. There are some neat ideas coming in future books based on the beta material (more updated computer and ship parts)
Added boon/bane (roll 3d6 and take highest/lowest two) which was unnecessary I think. I just adjust DM as needed.


things I have not read:
psionics (much)
character generation tables (looks pretty similar though)



Rating:
[5 of 5 Stars!]
Traveller Core Rulebook
by Customer Name Withheld [Verified Purchaser] Date Added: 01/29/2016 23:59:02

Traveller Core Rulebook 2nd edition is in my opinion is a good buy and a great introduction to Traveller for a first time player. The layout is very good and the artwork is high quality.



Rating:
[5 of 5 Stars!]
Traveller Core Rulebook
by Megan R. [Featured Reviewer] Date Added: 01/26/2016 08:40:17

So here it is in all its glory, the latest incarnation of Traveller, harking back to the original 'little black books' of 1977 but brought bang up to date with a ruleset honed by over 30 years of play, discussion and revision. It's nice to see a nod to the original even in the cover - the spaceship that's getting a hammering has Beowulf painted on the side! (Veterans will remember the radio message that graced the original ruleset, a mayday sent out by the Free Trader Beowulf pleading for assistance...)


The Introduction sets it all out. A science fiction game of the far future, with which you can run just about anything you can think of... although there's the well-established setting of the Third Imperium to visit if you don't have time or inclination to create your own universe. Or perhaps you want to bring a favourite science fiction TV show or film to life on your tabletop (or even a book, although they don't mention that for some reason). There's the usual explanation of role-playing, the part players and referee (the traditional Traveller term for a game master) play... and the intriguing reminder that Traveller contains several 'mini-games' such as world creation, trade, and even character creation that allow much of the game to run on 'autopilot', leaving referee and indeed players free to concentrate on the adventure to hand. Naturally, if the result of a die-roll in one of these mini-games doesn't suit, the referee should feel free to change it! Some campaign ideas are provided - broad sweeps, these: do you want to be engaged in trade or military exploits, would you prefer to explore uncharted swathes of space or perhaps the classic Traveller campaign that can involve a bit of all of these takes your fancy? Seeds sewn, this section rounds out with a list of other Traveller books, conventional terminology in gaming and a summary of what Tech Level is all about, with a couple of sentences illustrating each one from TL0 to TL14 (we are at TL7/TL8 if you're curious).


We then begin with Chapter 1: Traveller Creation in which we learn how to generate characters. Holding true to the original (in both senses of the word) Traveller concept in which the process begins with an 18-year-old ready to start his career - no doubt full of ideas about what he will accomplish - and then follows him through it acquiring both skills and a backstory to end with the fully-developed character ready for play. The whole process is fascinating of itself and from the initial inception of this game, many people (myself included!) have amused themselves generating characters without any real intention of using them in an actual game. The interesting thing about this process is that characters come out very realistic - the plans of that eager 18-year-old may or may not have worked out quite like he intended, just as happens in real life.


First of all you roll your character's characteristics, six values that describe your initial physical and mental capabilities, and then a little background based on which sort of planet he grew up which gives a few skills to start with. Then you start building a career in 4-year blocks with each one giving skills, other benefits (money or items) and events. You might choose (or be obliged) to have him change careers once or twice, he might be injured, he might even end up serving time in prison... all this before you decide to begin adventuring. There are always trade-offs: a military career gives you combat skills but if you put yourself in harm's way, you might get harmed, and so on. It's recommended that you generate a party together, taking opportunities to find links as you build your characters' pasts rather than setting out as a handful of complete strangers who inexplicably throw their lot in together and head out to see the universe. It's all human-centric - if you want to play an alien you'll have to wait for the appropriate supplement!


Chapter 2: Skills and Tasks looks at how you use those skills you've just determined that your character has. It describes the task resolution system, which is still based on the classic 'roll 2 dice against a Referee-set difficulty' but the use of modifiers other than those based on the character's own capabilities has been replaced by the use of extra 'boon' or 'bane' dice. These come into play when conditions are beneficial or adverse to the attempt being made. A third die is rolled. If conditions are favourable, the player discards the lowest roll and uses the other two dice to resolve the task as normal. If things are against him, he discards the highest die roll before resolving the task. Neat, and a lot easier than having to determine just how beneficial or otherwise the circumstances might be! The idea is that task difficulties and applicable modifiers ought to be fairly standard for any given task, all you need to decide is if the circumstances under which you are trying to accomplish it warrant a boon or a bane die to be added to your roll.


Next, Chapter 3 explores Combat in great detail. This is also based on the task resolution system, with specific refinements and options appropriate to fighting rather than any other activtiy. Combat is still deadly, and relatively speedy. Characters use their skill in the weapon they are using, and wield them in initiative-order sequence in combat rounds. The system has been streamlined and integrated with personal combat, vehicle combat and starship combat all working the same way. Brawls are not the only dangers to be faced in the far-future, however, so Chapter 4: Encounters and Dangers provides loads of hazards and the game mechanics necessary to deal with them. Environmental dangers abound... but fortunately there is also a section on healing. Animals (which may or may not be hostile) are also covered here with a broad outline of a system to create animals and encounters with them. Several examples are given - and it can be great fun thinking up exotic critters for the worlds the party visits in its travels. Animals, of course, are not the only beings they will encounter, so there is also a section about NPCs which includes quick generation of them and the sort of encounters that may be had... there's even a rudimentary patron encounter system here for generating really fast adventure seeds on the fly.


Next, Chapter 5: Equipment provides a vast array of items that the prudent Traveller ought to think about taking along with him. It starts, however, with a discussion of money in the far future, standards of living, encumberance and such like details, before presenting 'The Core Collection' - an illustrated catalogue of everything from weapons and armour to augments (bodily modifications), medical equipment, and survival gear. It's good-looking and realistic - some parts read like advertisements! - as well as providing the game mechanical information that you need.


The next chapter covers Vehicles - both the types of vehicle that you can have (starting fairly generic but with a very customisable design system) and how to conduct combat and chases using them. Oh, and how to mend the damage caused afterwards too! This chapter is about ground, sea and air vehicles of all sorts, spacecraft get two separate chapters next, one covering operations (everything from running costs and fuel to travel times and repairs and shipboard security) and the other devoted to space combat. This is handled more boardgame style, particularly for ship-to-ship combat, and also looks at boarding actions.


Now we know what to do with them, Chapter 9: Common Spacecraft presents an array of vessels ready for use. Many of them will be familiar to long-time Traveller players, but the presentation is spectactular, with ship statistics appear in a neat panel that gives you all you need to know, whilst deckplans have gone isometric. This gives a nice impression of what it would actually be like to wander around the ship in question and matches up well with the external views. They won't work so well as old-style deckplans for people who like to run combat aboard like a miniatures skirmish though. This has been addressed in the PDF version by supply a separate file of 2D deckplans for at least some of the ships listed. There's a good range of standard craft here from traders and scouts to liners and yachts.


Tucked away next is Chapter 10: Psionics. Not everyone likes to use them, so they are kept separate from the rest of character creation - you'll need to incorporate material from here if you do want to use psionics in your game, although some of the life events give opportunities to discover if a character is psionic or to get training. In the Third Imperium, psionics are frowned upon, indeed mostly illegal... but your universe may be completely different. This chapter gives you all you need to bring them in if you so wish.


Next comes another specialist area: Trade. Many Traveller games include trading - even if it's merely a means to fund your party's travel - and here are all the rules necessary to make it work, with a delightful layered approach that enables you to abstract it to a few die rolls or make it a prominent feature in your game depending on what you prefer.


Finally, there's a chapter on universe and world creation and an overview of the Sindal Subsector, which will be the 'home' of this edition of Traveller. World creation in itself can be as absorbing as character generation, and you can get very detailed if that's your delight. The Sindal Subsector includes several well-developed worlds, so there's somewhere to visit straight away.


Overall, this is a worthy successor to the books that have gone before, beautifully presented and with rules honed by the 30-odd years the core game mechanic has been around, updated and refined to suit contemporary styles yet with the same simple charm of the original little black books it all begin with!



Rating:
[5 of 5 Stars!]
2300AD: Atlas of the French Arm
by Rory H. [Verified Purchaser] Date Added: 01/26/2016 03:00:48

Alongside the French Arm Adventures and the Ships of the French Arm (plus the core rules), this presents enough material for running a successful 2300AD campaign for years. Of the three, this is probably the best place to start as the overview gives a good thematic grounding.


The presentation of the line continues to improve - with colour added to some illustrations and maps for the first time and the quality of the writing is good. It's an exotic setting, but well grounded in genuine hard science ideas - and this is good inspiration for those that may be jaded by the looser, more space opera elements of the default Third Imperium Traveller game. On the other hand, if you're not a hard science fan then the opposite may be more apposite - it's kinda like an 'Advanced' Traveller setting in this respect.


In all, though, this setting is really taking shape well now. Recommended.



Rating:
[4 of 5 Stars!]
2300AD: Atlas of the French Arm
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Traveller Core Rulebook
by Rory H. [Verified Purchaser] Date Added: 01/26/2016 00:22:02

Traveller has become such a core part of my gaming experience that criticising it is akin to trying to criticise The Beatles - there is something for everyone here. There is so much innate flexibility and gameablity contained within this book, including my absolute favourite game for character generation, world design and many simple but satisfying in-game systems. Some may grumble on cost and/or the decision to make a new edition, but the revisions generally improve game flow and the art and interior decor were much needed. The game still provides a multitude of story ideas in a lean, mean package and for my money, it's the best science fiction game in the market. Thoroughly recommended.



Rating:
[5 of 5 Stars!]
Traveller Core Rulebook
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Traveller Core Rulebook
by Morgan G. [Verified Purchaser] Date Added: 01/25/2016 17:50:46

This book improves on the 1st edition of Traveller in many ways. The art is considerably better, and many of the careers look to be improved, with handy charts for navigating the complex character creation that Traveller has always used. It fixes many of the problems I had with 1e. So why 2 stars? Because it's $30 for less content than the 1e corebook, despite a higher pagecount. While the book has retained one of the quintessential traveller rules bits - world/universe creation - it has needlessly omitted starship design. This is a huge part of the utility of Traveller and vastly reduces the books value as a single volume RPG resource. This would be less irritating if the book didn't waste pages with overly designed tables (the weapon tables are tremendously inefficient wastes of space) and functional advertising for upcoming products that look like they'll be mandatory to get the same material we got in the 1e corebook.


Is it bad? That remains to be seen. The mechanics don't look like the same level of disaster that 1e's Vehicle books or Mercenary was, but in their incomplete state and the clear assumption that future supplements will be mandatory purchases, along with some issues related to the files (wonkiness with the printer friendly version, etc) ensures that I'll be looking elsewhere for my Space Opera fix.



Rating:
[2 of 5 Stars!]
2300AD: The Tricolore's Shadow
by Customer Name Withheld [Verified Purchaser] Date Added: 01/17/2016 08:48:19

A short scenario, some repetition and a contradiction. However, while it needs a bit of work on it to work this product provides an interesting, even imaginative, starting scenario to work with saving me rather a lot of effort.



Rating:
[3 of 5 Stars!]
2300AD: The Tricolore's Shadow
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Special Supplement 3: Vehicle Upgrade Manual
by James C. [Verified Purchaser] Date Added: 01/04/2016 02:15:33

This book is really helpful for customizing your current vehicles even more. My players love it.



Rating:
[5 of 5 Stars!]
Special Supplement 3: Vehicle Upgrade Manual
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