Review - MegaTraveller (Traveller 2.0)
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- Опубліковано 21 чер 2021
- Muffin review of 1987's second edition of the Traveller role-playing game: MegaTraveller. With book writing largely outsourced, and the destruction of the Imperium at hand, how did this game hold up to its predecessor?
MegaTraveller on DriveThruRPG: www.drivethrurpg.com/browse.p...
Far Future Enterprises: www.farfuture.net/
Some maps and screenshots taken from Traveller Map: travellermap.com/
MegaTraveller, my first introduction to Traveller. I was enthralled with it when I bought it at around age 13. Seeing it always brings back random warm & fuzzy memories.
For me, the core Universal Task System of MegaTraveller is the best-designed RPG mechanic in history. The combination of time and risk qualifiers effortlessly told stories that would surprise even the referee. It came very close to a GM-less RPG because of that. The setting was also terrific and I agree entirely with your analysis-it opened up endless possibilities. I would add that it also allowed the referee to re-write the setting to meet his own needs and avoid the problem of overly-knowledgeable players. Plus the game was called MegaTraveller... how many other games have had the guts to put "Mega" in their title? I think the problems that you did not mention would probably include the spaceship combat system (which is a bit wonky, particularly with movement), the large amount of errata (although most of this was ironed out by the 3rd Printing) and the incomplete advanced character creation system, which didn't mesh well with basic characters and didn't cover all the character archetypes. Nevertheless, MegaTraveller is THE edition for me and I wouldn't give it up for the whole Imperium.
Thanks for this review. MT is still my favourite rules set and setting for Traveller, I recently re-read the rules and found most of it was still ingrained in my memory.
I think this was the best presentation of Traveller on the whole - in terms of art direction, layout etc - though I agree with you on the organisation of the materials. One big problem with this edition was the absolutely horrendous mountain of errata, caused by GDW staff retyping every word as they had a linotype machine for layout and DGP had Macs and a DTP program. Personally, I've stolen a good bit from this, especially the task system and Uncertain rolls, and incorporated that into Classic. I think of it as Classic + Traveller's Digest bits, and it's still an excellent system.
I think Traveler and MegaTrav were more based on Asimov's Foundation books that Star Wars.
Megatraveller was a great game. I preferred it to Classic really because it was more structured. Dreadful amount of errata though. We played for years - different campaigns spanning 1105 to 1121, and then the Hard Times adventures.
Great review and summary I just recently purchased much of the books you reviewed I appreciate your insights will help me run a few one shots
I have a found memory of my first PC RPG.... which hooked me to the game play of RPGs
brought most MT material, found the task system to regimented to be a success and slowly drifted back to classic.
hehe I am semi obsessed with the Digest Publishing Groups never produced "A.I." game.
I was not a Star Wars fan. So I never connected the Rebellion of Traveller with that movie.
Holy crap. The big one. Here we go
Is there a pdf for megatraveller journal 4?
I played old school 3BB version for years. Tried Mega traveller a couple of years ago. I like the to hit and combat damage but they were very time consuming. With Mongoose Traveller 2nd ed it streamlined this process a bit. With Roll20 I've made all the math be reduced into macros which has made life a lot easier.
We always go back to Classic, but we do import stuff from MT, Campaigns tend to self destruct when we introduce too much MT.
hey is there any ppl in this planet who ended this game?