Note:
System Overview: T4 has errors; some are serious, most are not.
T4 is not TNE Second Edition; the only thing it has in common with TNE is the
starship systems (and even that has been changed from FF&S). T4 truly
is, as IG claimed, "CT updated based on 20 years of RPG experience."
Take "The Traveller Book," add a new task system, some more character
classes, a new die-rolling convention or two (1/2 dice, X- targets
instead of X+ targets), a consolidated and updated skills listing, and the
aforementioned modified TNE starship creation system, and you'll have the
essence of T4.
T4's Known Errors (Up to Chapter 3):
Things I Like About T4 (to chapter 3):
Some Andy Rooney-ish musings about T4:
Chapter 5 (Ground Combat)
The combat section looks good. 8 pages of text, one page of tables, and
it covers just about everything you'd want it to (in a basic book), from
hand-to-hand to artillery, tanks, robots, and other forms of ground combat.
It is possible to cover all of this (in a basic way) in 8 short pages
because of the robust task system. I'm impressed.
Quick Summary:
You can still tell Traveller has its roots in wargaming. :) The
original rules shine through in this section, and their flavor is
retained. However, the consolidating effects of having a task system has
vastly simplified the combat rules over what appeared in CT. Once you
memorize the task system, combat will go very quickly.
Errors:
The only error I found in the section is in the section discussing
explosives. They don't mention whether a grenade is thrown at a target
HEX or a target INDIVIDUAL. Since the system uses range bands, I guess I
can see why they didn't mention it. But, it'll be hard for inexperienced
players to resolve hand grenade attacks. They can figure damage, but not
to-hit. Most will probably be able to puzzle it out though.
Cool Stuff:
Chapters 6 (Equipment) and 7 (Vehicles)
The equipment sections (comprising the Eqiuipment and Vehicles chapters)
are well-done, and have fewer typos than the first few chapters (so far,
the character creation chapter has the most typos). There is a sampling
of equipment given in these chapters, much the same as that given in The
Traveller Book. The full list, of course, will be in the Central Supply
Catalog supplement.
There are also side-bars giving some examples of specific models of
vehicles with very detailed descriptions and specifications. I like
this. (BTW, the book uses side-bars the way they should be used:
sparingly.)
The basic equipment section has a few new items in it (including a
non-lethal weapon and a not-very-lethal weapon, both commonly used for
personal protection a la mace/pepper spray and stun guns).
The pictures given of various pieces of equipment are well-chosen. The
text is well-written and informative. I usually skip equipment
sections until I need a specific item, but this one has some gems in
it that make it worth reading.
Overall, the equipment chapters were done well.
Chapters 8 (Spacecraft), 9 (Space Travel), and 10 (Space Combat)
We all know about the starship design sequence (developed by Guy
"Wildstar" Garnett, and dubbed the Quick Ship Design System (QSDS)), so I
won't go into that.
The section on travelling, "Lesser Known Aspects of Space Travel," etc.
are all pretty much right from The Traveller Book.
The big news is the space combat system. For you space combat fans,
please remember that this, like all the systems in the book, is the BASIC
system. You won't be stuck with it.
That said, the Basic Ship Combat system is excellent for those of
us who
are fans of ship combat, but who don't want something that takes all
day. This system is simple, smooth, and streamlined. It is actually
easier than the Traveller Starship Combat system alpha-tested at
Gen-Con. It's a stand-and-blast sort of system, in short. A true
Rediculously Simple Ship Combat system. :) I applaud the inclusion of
this system. IG and FFE did the right thing.
I look forward to the release of the system shown at Gen-Con, but this
will do for now. More importantly, this system will allow newbies to
jump right in and engage in starship battles. It will whet their
appetites for the (two? three?) more complex ship combat systems to come.
Forms (Revisited)
As I mentioned earlier, if someone will release a new character sheet,
that would be most helpful. Further, a Forms Pack of some sort would be
even more welcome.
On page 13, in the What's In This Book section, they kept the paragraph
on forms from The Traveller Book:
"Scattered throughout several chapters are various prepared forms. One
is used to record the specifics of the character, for instance. Anothr
records data about a starship. The forms provided are intended for use
by the referee and the players as they generate information during the
game. They have been printed on the page for maximum ease of
photocopying. Once two copies have been made, they can be positioned
side by side on the photocopier and multiple copies can be run off."
This is almost completely wrong. Yes, there is a character sheet. It
takes up a whole page. Two copies of it makes no sense for ease of
further copying, since it takes up a whole page and not 1/2 page as in
CT. The starship form is tiny, about 3 inches by 4 inches. It is toward
the binding on the page, and the page has other information on it which
you would not want to copy. Hardly suitable for copying unless you go to
rather more effort than should be required.
I have found no other forms in the book. Most notably missing are the
Sector Map Grid and the Sector Data Form.
IG or someone else should rush a Forms Pack to the market, so that
players and referees who don't have the CT forms can more easily keep
records, generate sectors, etc.
The Rest of the Book
All of the chapters reviewed here have only minimal errors, as far as I
can see. Little typos such have been mentioned before, but they aren't
so frequent as to drive one up with wall. ;)
Chapter 11 in T4 is on Psionics. It is mostly straight out of "The
Traveller Book," with the notable addition of a Psionicist prior
service! That's right, there is a somewhat-hidden 11th character type in
T4! (I was rather surprised to run across the generation table in the
Psionics chapter.)
Also included is a Telekinetic Damage chart, which shows just how lethal
such a skill can be. The maximum damage listed is 33D!!
Chapter 12 is World Generation. It is almost completely a copy of the
same chapter from "The Traveller Book" (I'll abbreviate that to TTB from
here on). Sadly, there are no forms provided for use with this section.
Chapter 13 is on Encounters. This is a combination of the Encounters and
Animal Encounters chapters from TTB. The notable exception is an
inclusion of short (1/2 to 4/5-column) descriptions of each of the major
and minor races of Traveller. Also included is a bit of info on
including aliens in a Traveller campaign (administering them,
role-playing them, creating new ones, etc.). Interestingly, the example
encounter table from TTB was used. In TTB and in T4, it is labelled as
the encounter table for Regina, which won't be contacted for quite some
time after Milieu 0. That one will probably confuse some newbies!
"Where the heck is Regina on the Core Subsector Grid? Eh, I'll just call
one of these unnamed planets Regina. What could it hurt?" ;)
Chapter 14 is the Referee's Introduction. This is mostly taken from the
Introduction in TTB. Also included is the Character Experience section,
which has much better allowances for skill improvement, learning new
skills, and improving characteristics (somewhat like the system I proposed
here several months ago).
Chapter 15 is "Running Adventures and Campaigns." This stuff is right
out of TTB's "Referee's Guide to Adventuring," right down to the
well-known "basics, push, pull, gimmick, enigma" method.
Chapter 16 is "Trade and Commerce." This is right out of Scouts. We're
back to trade goods being designated C-9 Ag Ni Cr 7,000. I'd hoped for
something more, but I guess that, like the space combat enthusiasts, I'll
have to wait for a supplement.
Chapter 17 is "Exit Visa," one of the adventures included in TTB. It has
been updated to make sense under the setting and rules of T4 (ie,
different equipment, different date, etc.), but is otherwise very simlar
to the original.
B
Sadly, unlike TTB, no other adventures were included. Also, no mention
was made of "Basic Traveller Activities," which in TTB offered a list of
suggested solo activities for players and referees to engage in between
sessions.
The rest of the book: Core Subsector data, Core Subsector Grid,
the Traveller character sheet, some Library Data (right out of TTB, once
again) and a pretty good Index.
Rating the T4 Book
My overall score for T4, if it had been completely error-free: 100 out of
a possible 100. (This assumes no typos, no other errors, and the inclusion
of better/more forms.) [That is, I think the ideas behind the book are
rock-solid.]
My overall score for T4, if it had been without the errors in chapters 2
and 3 (Character Generation and Skills), but otherwise unchanged: 92 out
of a possible 100. [Meaning that all of the errors I have found, excepting
those in Chapters 2 and 3, are trivial, saying only to the reader that IG
was sloppy and/or rushed in preparing the book.]
My overall score for T4, errors and all: 80 out of 100. [Meaning that the
errors in chapters 2 and 3 are serious enough to knock their score down
considerably, but they still squeek by with a "B" grade.]
My Recommendation After Reading All of T4:
Read the book and make your own decision, above all. I've tried to give
people a feel for the system, but there's nothing like seeing it for
yourself. That said:
If you are a fan of CT and would like to see new products for your
favorite game, this is probably the system for you. The plethora of new
products planned for T4 will almost certainly satisfy every type of player.
If you are a fan of MT but wish it hadn't been done quite the way it
was, this may be the CT update you've been wishing for since 1987.
If you are a fan of TNE, this is probably not what you are looking for.
If you like TNE's starship systems a lot, but like some of the things
about CT and MT, you may enjoy T4. But if you think TNE is the best
incarnation of Traveller you've seen yet, you probably won't like T4.
[This one is an almost uneducated guess, as I have never played TNE and
I've only read the rulebook for it once. But, comments from TNE players
at Gen-Con, while perhaps not representative of all TNE players, concur
with my opinion expressed above.]
This ends my initial review of T4. I hope it has been informative for
those who haven't had a chance to look at the game yet. When you do see
it, please post your own opinion of Marc Miller's Traveller.
-Joe Walsh