The complexity comes in when you pay attention to the options.
And we tinkered with the T5 ship design rules early so that the results are roughly the same as those from classic Traveller. If you focus on those essentials, ship creation is nearly Book-2-fast. That becomes evident when one designs some of the fundamental, iconic traders that Traveller has always had: the decision points shrink to essentially Book 2 levels of detail: Its lineage is "classic Book 2" Traveller ship design. T5 ship design has a lineage paired with flexible options. Those decisions tend to balance one another out, or come out in the wash - it only matters to truly devoted ship designers focused on one game system, and they are not likely to import a ship from another design system anyway. T5 has a lot of ways to adjust a ship component, and so most of the decisions MgT made about them could be approximated in T5 if need be.įinally, there were decisions that simply didn't matter much at all: whether landing gear overlaps in categories, and whether it takes up 1 ton versus 2 tons. For most Traveller games, the differences fall below the resolution of the game.Īdditionally, I was less worried about "accessories" such as weapons, sensors, emplacements, etc, as they are customizable in T5. That alone guaranteed that ships were more inter-compatible than other systems, allowing components from either system to be added-on and the resulting ship to be "broadly" compatible, if not perfect. When MgT2 was created, I pushed hard for them to use T5's M-drive and J-drive percentages, and they were adopted. Unless your game is going to hinge on highly technical details around starships, T5 ships will work fine with MGT2, and vice versa. However, the relationship goes a bit deeper, in that drive rules in MGT2 are derived directly from Traveller5. First, both systems derive from classic Traveller, and so ship designs are relatively portable. However: to a certain extent, they are compatible. You'll just have to use the pre-designed ships included with MGT2 for now. To convert a T5 ship to a MGT2 ship, you'd need some way of calculating how much power it has available and consumes, and to the best of my knowledge there's not yet any available resource that would allow you to do this.
On the other side, MGT2 has one major ship mechanic that there are no rules for in T5: Power.
#Traveller rpg ships full#
(For example, a T5 ship could have a jump drive that's highly experimental, and therefore takes up more space and costs more and has different requirements than a standard drive with the same jump rating T5 treats life support systems and living space as requiring separate facilities And of course, T5 supports generating full QREBS for all components.) You could conceivably strip out all the extra T5 detail and options in order to build a T5 ship that works in MGT2, but for that you'd have to be intimately familiar with what is and isn't possible in both systems, and you won't be until MGT2's shipbuilding rules are released. Um, complicated, and not accounted for in MT2.
T5 ship creation features a number of subsystems and mechanics that are. While the two games share a lot of setting conceits, they're different enough rules-wise that detailed mechanical conversion of a ship from one game to the other is too hard to be worth it. T5 followed a rather different design philosophy to MGT2, and the games have rather different mechanics.