Megatraveller ships

A thread of 2 messages, 26 April 1989 to 27 April 1989, in the order they were sent.

#324 Megatraveller ships

Does anyone out there feel that the Megatraveller ship design system
actually works? In the process of writing the adventure for Traveller's
Digest, I finally had to learn the new systems for design and combat.
I hate to say it, but I don't like them. Call me a relic from the
old Traveller days. I don't care. I think that a) the rules need to be
edited and text added to explain the design process and b) the added
complexity is not worth the added realism. I think that grafting on the
sensor rules onto High Guard and cleaning up the combat system would
have been a much better way to go.

As a result of all this, I think that I will henceforth playtest the
adventure using old Traveller and then convert it into Megatraveller
for publication. Opinions?

By the way, has anyone out there converted the 200 ton Solomani patrol
frigate (or some such type) into Megatraveller from Alien Module 6?


				Jim Cunningham
				Traveller Relic

#328 Re: Megatraveller ships

>Does anyone out there feel that the Megatraveller ship design system
>actually works?
>but I don't like them. Call me a relic from the
>old Traveller days. I don't care. I think that a) the rules need to be
>edited and text added to explain the design process and b) the added
>complexity is not worth the added realism. I think that grafting on the
>sensor rules onto High Guard and cleaning up the combat system would
>have been a much better way to go.

I dont really care for MegaTraveller that much, although I like the task
system to handle things that aren't in the rules I tend to use the 8+ die
roll modified by whatever it needs to modify it. I digress, sorry, back to
the original question, I dont really know if all the detail in MegaTraveller
is going to make me a better GM. All of a sudden just getting to jump point
takes 15 min. of game time. And how do you handle blown rolls?

My problem with the starship construction rules is that I was a Music
major in college, no a Science major. It takes a lot more math than I ever
want to get involved with voluntarily, to design a ship, and the erratta
doesn't exactly make life easier. I still get more of a charge of blowing
them up than in building them.


>As a result of all this, I think that I will henceforth playtest the
>adventure using old Traveller and then convert it into Megatraveller
>for publication. Opinions?

I personally find old Traveller easier to GM for my style of play. But I
do admit to not being a real detail oriented GM. I also, think I am to
nice to my players, I have trouble giving them trouble. Although they are in
for a surprise once they get back to their ship. :-D

Anyway I must apologize, seem to have veered far of course on this one,
but how do you handle a bunch of adventurers that are about to enter a life
of crime, and start pirating starships. Do you let them get themselves killed,
or do you let it lead where it may and the Devil be damned?

Greg
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Greg Givler                        Q-Link: Commodore
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The above opinions are usually mine, but sometimes I just repeat things.
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