Systems Analysis

By J Roberson ·

TML message #6109From bundle 503

First off, Phil, I sympatize with you about there being no material. And you
may not have time to write something for publication. But I think there's
enough material already there for you to still run effective adventures without
GDW's help. People were telling stories long before they were commercialized.

What is everyone's problem with Megatraveller? I never actually ran a campaign,
but I was quite pleased with the well-developed background, streamlined
character generation, and other stuff. It was the first serious role-playing
game where I could keep all my character's vital stats on an indez card. The
only difficulty I encountered was space combat/encounters, when my PCs (we
started and adventure, never finished it) had to get past a system defense
boat and I was overwhelmed with innumerable sensor, piloting, and other tasks
with no clearly delienated relationship between them. Again, Mtrav and 2300AD
are the only two Traveller games I have (and I don't consider 2300AD a
traveller game, BTW).

I AM familiar with Twilight. I played the first edition extensively. I bought
2nd ed and played a bit. My biggest complaint is: too few skills at too low
levels. A PC pretty much HAS to be career army commando-type to have any
appreciable levels in more than 2 or 3 skills (exceptions, such as Doctor,
are rare). I also like characters in the late 20s-early 30s age range; Most
PCs need to be over 33 for decent skills; this is my only other complaint for
Megatraveller (but I understand it was true in CT).

I am aware that the Twilight GM screen changed the mechanics a little. I didn't
buy it; could someone summarize the changes?

Space:1889-I wanted this, but couldn't afford it until it was gone. I really
liked the idea, though, as with the above two game systems, the mechanics
seemed to be a little lacking.

Frank Chadwick: A very punctual man :)

As for GURPS: Since I bought High Tech, I have considered a GURPS Twilight
campaign.

Pentration: Is it the same as in Twilight? If so, maybe I CAN join that
discussion. . .

BTW, for vehicle design of ANY type: GURPS Vehicles. Any tech level, magical
engines or capabilities. . . the examples cover everything from chariots to
cars to Jets to Vectored Trust vehicles. . .no starships, though. . .But you
can build them.


J Roberson