[Forwarded from rec.games.frp, as a public service of the TML -- James]
Well, the Traveller vs. Megatraveller results are in. And the winner is...
MegaTraveller (which won [grudgingly])
I didn't receive as many comments as I expected (only 11). I don't know
whether (Mega)Traveller is a dying FRP, people prefer other FRPs to them,
or something else entirely, but here are the results. If anyone else out
in netland has additional comments, please email them to me and I'll post
a follow-up.
By the way, I reviewed the MegaTraveller Players Manual and Referees Guide
this weekend (not as long as I would have liked -- my wife was getting tired
of waiting for me at the gaming store). I'll post my review at the end of
the article along with my summary of the replies to the postings I
received.
The following are a few of the comments I received about who preferred what
and why. Any elipses (...) indicate editting on my part.
---------------
[email removed] writes:
> Mega allows scientists, pirates, cops, robbers, students, military types,
> plus many more. They have extended versions of Navy, Scouts, Merchants,
> and Army characters. There are about 30 different types you can play.
----------
[email removed] writes:
> I really like Megatraveller but its setup by GDW left much to be desired.
> The mistakes in the original set has (as of now) 17 pages of errata [and]
> more coming. I like the old traveller adventures and I think the Rebellion
> set-up is a poor copy... However original Traveller had very few and
> simple rules that were being upgraded through a not very easy system...
> I much prefer the new MegaTraveller starship combat and personal combat
> has also a great improvement over Trav. system... its hard enough for
> honest PC traders to get a ship but then to have the Ihatei fleet or
> corsair bands of 20,000t ave displacement ravage them is truly bad.
----------
[email removed] writes:
> I've been a Traveller player and GM for over 6 years, and I prefer
> MegaTraveller. All of the basic Traveller ingredients are there,
> but MegaTraveller has a number of significant improvements:
>
> (1) The skills system makes more sense. Skills in MegaTraveller are
> pretty much like skills in Traveller, but MegaTraveller has something
> called the Universal Task System... describing how you use a player's
> skills to determine whether or not he can accomplish a task. The system
> is simple... and it is generic enough for a GM to apply to any task, on
> the fly.
> (2) Character generation is enhanced. Advanced generation systems like
> High Guard and Mercenary are included... Basic character generation has
> also been enhanced. The net result is that a character generated using
> the basic rules is power-compatible with one generated using the advanced
> rules. That is certainly not true in old Traveller.
> (3) The setting is more interesting. MegaTraveller takes place in the
> "Shattered Imperium"... I consider the ideas an improvement brought about
> in MegaTraveller.
> (4) Combat is enhanced. It now includes rules for doing things like
> interrupting an enemy while he is taking action, and a roving DM pool
> which is based on the combat skills of the participants and can be applied
> to any roll of the combatants' choice.
> (5?) The rules for craft design seem more complex (sensors, more
> weapons), but I haven't been playing MegaTraveller long enough to have
> tried them out yet.
>
> Essentially, MegaTraveller seems to be Traveller, cleaned up, consolidated,
> and enhanced. I would recomment it over the old set without reservation.
----------
[email removed] writes:
> MegaTrav gets my overall vote because skills. Still there are rules
> that are silly like skill pts = int+edu. Space Gurps looks very good as
> a new rules base.
----------
[email removed] writes:
> I've just bought MegaTraveller, and have read a lot of the Traveller
> Rules. In my humble opinion, MegaTraveller has to be a good move just
> because all the rules are in one place!
----------
[email removed] writes:
> I bought MegaTraveller when it came out and they are really the same
> system. The bad Part of Mega is its erata and they did complicate some
> things, however its trade off is all of the rules have been combined
> from many supplements so everything you need is in the books. A lot of
> equipment was added and such. As far as voting for one or the other, do
> as we do: Use the rules you like from each system. They are compatible.
----------
[email removed] writes:
> After serious consideration, (and not much play-testing) I've decided to
> use MegaTraveller. It's not perfect - for instance, I'm working on new
> rules for Trade & Commerce and ship combat - but it does have some nice
> features. It consolidates information that used to be spread out over 8
> books, a dozen supplements, a dozen adventures, etc. Second, the task
> system. At first, I had serious doubts about this. I wasn't very
> impressed with this... and I didn't have a very high opinion of
> MegaTraveller at first, either. It's very easy to make up tasks on the
> spur of the moment. Also, the players are much less likely to start
> complaining that nothings happening, particularly if you can keep them
> all doing something (trivial) most of the time. Even an index card file
> (one task per card) would be a major boon to the harried referee.
>
> Problems: There are some, of course. Whoever was responsible for
> editing, proofing, and quality control should be promptly sacked. The
> The amount of errata for the first three books is simply inexcusable.
> The combat system is a major step backwards from Azhanti High Lightning
> and Striker, which, with minor modifications, is what I use. The number
> of people asking (or complaining) about the ship combat system should be
> a warning. I've *never* been overjoyed with either the basic Traveller
> system or High Guard, but MegaTraveller suffers from the same slipshod
> editing - the rules don't make much sense, despite the fact they're
> based in large part on High Guard... Original Traveller's movement is
> far and away the most realistic ship movement system I've ever seen. It
> may not be playable, but it *is* realistic. The trade & commerce system
> leaves me cold. I do like the idea of different trade tables for each
> world class, though. The system I'm working on expands on the original
> system with ideas from MegaTraveller and "Cargo: A Merchant Prince
> Variant", from an early (#26?) _Challenge_.
>
> In summary, I'm switching to MegaTraveller. I'm throwing out 3 major
> parts of the rules, but that's an indictment of those parts - not the
> system as a whole.
----------
[email removed] writes:
> I prefer megatrav. The skills and improvement systems is why.
- ------------------
SUMMARY: Every message I received was in favor of MegaTraveller, though
most were grudgingly so. MegaTraveller's strong points were its skills
(specifically, the task system), starship generation, and (the most
commonly stated reason) the fact that everything is now in one place.
The most commonly stated problems was the errata, lack of a good trade
system, and poor personal and starship combat systems. Other than that,
both systems are said to be the same. Most of those who replied who were
referees said that they used a derived combat system (such as STRIKER for
personnel and Azhanti High Lightning or STARSHIP for ships). The only
thing that people were 'impressed' with was the implementation of the
task system which, if used well, can improve the playability of the game
(see [email removed] above). So, there is a lot of room for
improvement either way you go.
REVIEW of MegaTraveller: Even though _all_ of the replies were in favor
of MegaTraveller, the number of problems and complaints should tell you
something. According to the impression I got from the replies I received
and my glance through the MegaTraveller books, get it if you want every
thing in one place. I personally intend to stick with the old Traveller
system (I put a lot of work into it), but I will probably adapt a task
system for it. Also, I liked the level of detail used for MegaTraveller
starship construction. The main things that I didn't like about
MegaTraveller was the layout of the books (all of the tables looked
jumbled on the pages). The books weren't organized well, and to para-
phrase a reply, whoever did the page layout and proofing should be shot.
Also, I didn't like the idea of interruptions during combat (eg. I'm
going to tell a guy that's about to unload a Gauss rifle on me to "Hold
it!"?). In campaigns I've been in there are two types of characters, the
quick (of mind _and_ body) and the dead. Also, I didn't like the setting
of MegaTraveller, but that doesn't really matter since any referee will
do what s/he pleases (mine started 2 years before the 5th Frontier
War). In my opinion, both systems are outlines (rather than rules) to be
tailored by the referee. Unfortunately, this means finding or creating
two combat systems (personal and ship) since the ones supplied are
inadequate. This also seemed to be the general consesus of those who
replied. If we wat to take a poll on the more popular personal and
starship combat systems, let me know and we'll see what we can do (I use
STRIKER for personal and STARSHIP [modified HIGH GUARD] for ship).
If I have to buy MegaTraveller to accomplish what I want to do, so be
it (like I said, grudgingly). Have fun gaming.