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]