MegaTraveller Ship Design
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- #331 MegaTraveller Ship Design by Adrian Hurt
from UXC.CSO.UIUC.EDU::danilenk >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 I agree. In order to create a large merchant ship I spent 2-3 days poring over that information. At the end, I got a useable ship but I find that it has quirks in that I made it more powerful than any merchant ship has any right to be. Guidelines along "this constitutes a merchant", "this constitutes a pirate corsair", "this is a blockade ship", etc would be nice. It would also be nice if, for interior design, there were some templates for the engines, jump drives etc. >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. > Well, I don't mind the complexity as long as it isn't something you have to do on the spur of the moment. Imagine trying to do it while adventuring :-) I haven't tried the combat yet. What is it like? >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? My gut feeling is that it will be painful. I am currently running "Murder on Acturus Station" as a MT adventure and it took too long to map the Traveller descriptions, needed rolls, etc into MT tasks and so forth. > Jim Cunningham > Traveller Relic Arturo Perez