Revised, Updated And Glorious, But Still Flawed.

Looking closely at my SciFi RPG options, some things have become evident.

Mongoose Traveller 2022 edition, was first cab off the rank, but it is unworkable and a shining example of a big, glossy, overpriced but under produced book that sits in my wheelhouse of things that most annoy me about this hobby.

The big glossy tome, with its main enemy behind.

Some background.

I love Traveller, like a person coming home from a long career travelling loves their home town, it was there when I first discovered my immediate world and flavoured my view of the rest. It was my first RPG (before TableTop needed to be inserted in front) when I got the little black box of three books and it was my favourite for a long time, a beacon of systemic logic when compared to D20 games, games I did not mesh with. I spent many a school lunch time with friends discovering our universe, such as it was.

It supported the fiction I was reading (A Mote in Gods Eye, The Stainless Steel Rat, 2000AD comics, Chronicle of the New Sun, Dark Tower), what I was watching (Star Wars, Blakes Seven, Blade Runner) and it was solidly grounded, but still open to much adaption. The original boxed set lacked any type of illustration, literally leaving it up to players to decide what it looked like, the front cover text of the beleagured Beowulf creating an emotive “mind picture”, but nothing else.

It was not until Call of Cthulhu (2-3e) that I discovered another system family that sat as well with me.

I have had almost every editions of Traveller, played Striker, 2300AD, Mega, some other spin-offs and generally feel content with their simple mechanics.

The 2008 or 1e edition was an automatic buy and it sat really well with me mechanically and aesthetically. It suited my preference for matt finish, low preciousness games, with retro mono art that reminded me of my roots in gaming.

Love the comic book style pics.

I like/need games I can tinker with and make notes in the margins of, games without overly strong opinions baked in (unless that was why I bought them*), nor all too precious high gloss pages that scream “leave me alone, I am perfect”. It was one of the games I would highlight when dissing the big glossy tomes I have a love-hate relationship with.

The 2016 2e edition of MT broke the golden rule of Traveller. The starship design rules were no longer included in the core book. Even with the pdf of High Guard at hand I mostly ignored it and recently gifted it when I got the newer version.

I assumed all would be good, I assumed a lot.

I recently chose MGT2.2022 as my main SciFi squeeze, until reality hit. There are no robot rules, not even an example of one, not even any real mention and worse, there are not even any drones listed in equipment (star ship ones are), but the Remote Op skill is.

There are some glaring omissions (Battledress is talked about but the actual listing of it is missing), some floor plans are wrong, lines of text missing or incorrect etc, which is just poor for a re-boot book with little time pressure on it.

Lovely illustration of Battledress armour, shame they forgot to include it in the book!

The book is sublime, which that makes it all the worse for being flawed and sorry, but errata does not cut it.

The 2008 version is actually better in many ways with some examples of drones and robots, more Alien races, less railroading of look and ideas, more of that old school pulpy feel and I can add notes in the matt paper borders (even mark errata points). It lacks the harmonious mechanics of 2e, but has some clever sub-systems and it all works fine.

A study in two styles, the later version is up to date by modern standards, but the older presentation has it’s own thing.

Now don’t get me wrong, I want to like 2e and had a plan laid out to deal with no robots (a post human vs AI ascendency war, resulting in a human win and anti-AI culture), but I am not spending over $100au per book just to then over-do more robots, drones, vehicles, star ships and gear, also likely with their own annoying typos and omissions.

There should have been at least some skeletons, a few samples to build from in the core (like the 2008 version has, summed up in a single paragraph).

I am happy, I even prefer to do my own thing on the fly with some basic hints, but nothing at all is a little too much of a stretch.

MGT1e is tempting, but maybe a stretch for long term play and it looks like I have lost all my pdf’s of the support books.

Above are some MGT1e, M-Space and MGT2e deck plans. The first two are functional, the MGT2e ones are beautiful for sure, something I may use in another system. The MGT1e ones photo copy well and can be used with minis.

So, I am going with M-Space instead for a several reasons.

  • It is more complete in scope in one book and open ended enough to accomodate my needs. What is missing has usually been covered in another compatible game and there are many. There is nothing to say Cthulhu, Mothership, Luther Arkwright or others cannot be integrated into a M-Space effortlessly.

  • It has low preciousness (but it is still beautiful). Matt printed with large margins, so notes can be added, even printed pages inserted (and I have two copies, three with the older edition with pdf’s, all for less than the Traveller 2e core book).

  • The vibe of the book is more emotive than prescriptive. If you start with a story idea first, you do not hit that baked in Traveller 3rd Imperium thing.

  • I can apply it to anything from alternate past (Tales from the Loop/Electric State/John Carter/HG Wells), the present (Dresden Files, X-Files, Laundry Files, in fact all the files), to Star Wars pulp, Star Trek utopian future or Sci Fantasy as is or by applying any number of other compatible games (The whole Mythras and BRP family or others).

  • I prefer the art even though much of it is abstract and a little sparse. I get a Scandi-1980’s classic SciFi art feel from it, which is more my style, just the cover of the Companion gave me an adventure seed.

  • The systems are more interesting and comprehensive, especially non combat systems, like extended conflicts and again, I can draw from so many other systems in the extended family.

  • It is cheaper and less greedy, not needing you to buy whole books for small insights into elements that should be in some way in the core. Some stuff is even free and there is a direct line to the creator.

  • MGT 1e can be used for inspiration.

The art in M-Space hits that “lived in” look of Star Wars, with a more up to date, if Scandi twist.

Once again, the ease of a D100 system with its comprehensive coverage of genre, intuitive and easy to grasp mechanics, multi game cross-compatibility and approachable offerings has won the day.

M-Space illustrations are epic, emotive and mysterious. Most than anything, they change stereotypes in my thinking. Something truly alien is a feeling, a scale or environmental thing more than just bug eyed monsters with scales or multiple arms.


*It seems ironic to me that D100 system games appeal, for the system, but most of the theme specific games I like are not D100 (but can easily be converted).