My fine fellows,
I am a recently revived Traveller player throwing together a campaign for
some Traveller virgins, I am at a quandry. In the 'old days' I played
Classic Traveller (I guess), the 3+ books in a nice little black box. This
suited myself and my players fine. In 1987, however, I began a role-playing
hibernation that I am just now being awoken from. In that period, a dear
friend gave me the entire MegaTraveller set (and about every other product
GDW had at the time) which I thanked him for and buried in a closet. Now to
my dilemma: I dearly loved the CT rules, and the MT rules are fine (for
experienced players. Let's face it, in these books tables and charts
outnumbered grammaticaly written text 3 to 1.) I am unsure of the qualities
of GDW's latest incarnations of Traveller. Is there any current set of rules
that is somewhere in between the simplicity of CT and the complexity of MT?
I know that I can disregard any rules I think are too complex, but it's hard
explaining to players why I don't allow the 20 different sizes of mortars that
the rulebook includes and they want. As far as background and 'richly detailed'settings go, I tend to design my own little sector outside the realm of imperialspace. So (after all that rambling), what rules system is detailed enough but
not overpowering?
Thank you for suffering my verbosity
[email removed]
[I'll use a 3D universe as soon as you give me some 3D paper]
[to chart it on. ]