BL shortcomings and campaigns

By Glenn Myers ·

TML message #6137From bundle 505

 TML:

	My name is Glenn Myers and I am new on the Traveller Mailing
	List. [Please don't exceed 78 columns in the future, Glenn, and
	mail your postings to [email removed], not
	[email removed] -- thanks! James]

	I am a mechanical engineer who works in the finite element
	analysis field. My experience is in structural, thermal, and
	electromagnetic analysis. In a previous career I was with the
	Navy, where I worked in underwater vehicle design. Needless to
	say, the starship design and combat rules are what makes or
	breaks a game for me. But I think the campaign setting shapes
	those rules in a manner which makes translation to another
	setting difficult and perhaps senseless.

	I have played Traveller for 10 years, and I do mean Traveller
	without any metric prefixes. I recognized the enhanced starship
	design rules of MegaTraveller, but I couldn't go with the
	rebellion setting. My campaign has been set in a pocket of human
	settled space removed from the Imperium (Just about where the
	Vanguard Reaches should be located). There is limited contact
	with the Spinward Marches. Starships are small and uncommon.
	Survivability of designs is of primary importance. The largest
	warships my players ever encountered was a 6000 ton "cruiser". I
	used the High Guard rules with a smattering of Book 2 thrown in
	where it made sense.

	I generally agree with Palmer Davis concerning BL rules. I miss
	PA barbettes and energy weapons. I dislike the bean counting
	approach to G-Turns. And if 12 headings are to be used, I'd
	rather just go back to the Book 2 vector system and my
	protractor.

 	I don't want hull cracking detonation laser missles. The High
 	Guard missles did a nice job of scraping the turrets of the hull
 	and leaving the useful wreck behind. The existing missles are
 	what happens when high stellar technology goes berserk without a
 	society to control it.

	The long turns and long ranges are due to the fact that fusion
	bombs are being used by combatants to knock each other out of
	space. In fact, most of my disputes with the new rules were
	spawned by the overkill of offensive weapons.

 	I dislike the large size of the map and game pieces. I feel that
 	the cover (and I use that term very loosely) of the rules book
 	is going to tear every time I open it. Physically, it looks like
 	something Judges Guild published.

	When I bought the rules I thought that what I didn't like I
	would be able to fix when FF&S came out. I'm afraid that many of
	the problems are side effects of the Virus campaign setting. It
	makes no sense for me to continue my campaign, but use the new
	rules.

	If anyone has alternate vector combat systems floating around
	which would be compatable with High Guard designs send me email.
	I'm always looking to improve what I use. Also, I'm looking for
	copies of High Lightning and Mayday to buy, barter or trade.

	I think I'd give anything to see a rack of those little black
	books in a games store again.


	TIA, Here's my card:

	 ----------------------------------
	 | Glenn E. Myers                 |
	 | [email removed]                |
	 | QA software engineer           |
	 | Swanson Analysis Systems, Inc. |
	 | [phone removed]                |
	 ----------------------------------