Thread: Mongoose Traveller 2E
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October 4th, 2019, 19:14 #61
Yea agree with you, the 1E and older Traveller editions including MegaTraveller, 2300AD etc, I used to draw them myself ahead of time. I'll be reading up Reach Adventure 3 and 4 next week, see if they require any more maps (they contain some, not sure if they're suitable for players) and so I'll get Tim to create some more hopefully.
I'm finishing up stuff on Vampire this weekend, then it's nothing but Traveller and Call of Cthulhu upto Christmas, after that it's RuneQuest and Traveller.
Cheers,
MBMRulesets - Mongoose Traveller 2E & Mongoose Traveller (1e)
Call of Cthulhu: Secrets of New Orleans, Canis Mysterium, Fatal Experiments, The House of R'lyeh, Secrets of San Francisco and Secrets of Tibet.
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October 6th, 2019, 19:21 #62
In case you guys are interested, this map site is a good tool. you can click on a sector, zoom in, and it will give ou print friendly info about the sector or system you want. I use it a lot.
https://travellermap.com/?p=-7.836!-20.664!2.6
Happy Gaming!FG Ultimate License Holder!
"I reject your reality and substitute my own."
Adam Savage, Mythbusters
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October 6th, 2019, 21:15 #63Rulesets - Mongoose Traveller 2E & Mongoose Traveller (1e)
Call of Cthulhu: Secrets of New Orleans, Canis Mysterium, Fatal Experiments, The House of R'lyeh, Secrets of San Francisco and Secrets of Tibet.
Token Packs: Cyberpunk Tokens Pack
Plus more...
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November 22nd, 2019, 05:34 #64
- Join Date
- Jan 2014
- Location
- California
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Dear MadBeardMan,
In the past 8 weeks my group has played around 20 sessions (split between 2 referees, I run on Thursday and Sunday and my roommate runs on Saturdays, and a third is likely to take my Sunday spot) between 3-5 hours each with 4-5 characters in play including a psion in one of the campaigns. My roommate ran Reach Adventure 1-2 before deciding to run Drinax. I'm mostly running a custom campaign and the world system is working nicely for that.
The reason I bring this up is to let you know that the Traveller 2E ruleset is rocking for us. We find little things that I report and are looking forward to the big things coming in the future but it is presently doing what we absolutely need to successfully run our games.
Figured you might like to know how things are working on the end-user side of things.
So hats off to you, Sir.
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November 23rd, 2019, 15:05 #65
Thanks chap, and thanks for posting this and on the other threas. I play my game in my way, so unless people speak up I don't know what focus people want. Me, I'm looking very forward to ship combat and it will happen, but things need to be done at Smiteworks first (or I need to do it all myself), I also need to adhere to what Mongoose would like to see done. Central Supply Catalogue is close, I'm doing bullets and ammunitiion at the moment, so thinking how to get that working.
My current thinking is that we have an icon next to a weapon, which we click and it opens up a pop-up window.
In that window we have the damage, the damage type, ammunition type (which you can drag and drop that in) and magazine size.
This fits the work for the update of the armour on which damage types it protects etc.
Cheers,
MBMRulesets - Mongoose Traveller 2E & Mongoose Traveller (1e)
Call of Cthulhu: Secrets of New Orleans, Canis Mysterium, Fatal Experiments, The House of R'lyeh, Secrets of San Francisco and Secrets of Tibet.
Token Packs: Cyberpunk Tokens Pack
Plus more...
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November 23rd, 2019, 15:18 #66
- Join Date
- Jan 2014
- Location
- California
- Posts
- 438
I am not sure how this would work on the coding end but maybe ammunition modifiers could be written as an effect applied to the weapon depending on what ammunition is loaded. Then the weapon does the work (modifierwise) and ammunition just gets subtracted from whatever is being used. Maybe a note in chat saying magazine changed so people remember to expend the minor action.
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