alternate game mechanics for Traveller

By Scott Holter v5.1 ·

TML message #372From bundle 35

At the risk of charges of treason, I must confess that the Traveller
and MegaTraveller game mechanics leave me unsatisfied.  Traveller combat
made a target either automatically hit, or automatically missed --- or
so it seemed.  (Just *try* to hit a character in combat armor with your
wimpy little autopistol.)  Starship combat was even worse:  it was easy,
though expensive, to design a small ship that was impervious to anything
short of a spinal mount meson gun.  (So I'm exaggerating a little....
But not much.)

MT did not fix these things very well.  The new all-purpose task system
is a good idea, but it is a pretty chunky step-function (ie, "granular"
in the popular syntax).

But Traveller has always been a great game not because of its mechanics,
but because of its background.  I like the Imperium.  I like the character
generation, with its inherent way of fleshing out a character history.
I like the "look and feel."

My question:  has anyone had success transplanting another system of
game mechanics into the Traveller universe?  (I have done so with
a homemade system, with a fair to good level of success.  But it would
be nice to find a commercial system that would work as well.)

- ---Scott Holter                      [email removed]