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MT MegaTraveller Referee's Manual
 
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MT MegaTraveller Referee\'s Manual
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MT MegaTraveller Referee's Manual
Publisher: Far Future Enterprises - Traveller
by Timothy B. [Featured Reviewer]
Date Added: 05/17/2022 12:27:40

Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-megatraveller-1987.html

It is 1987. The year I graduated from High School and my first year in University. I knew about MegaTraveller, anyone that read Dragon Magazine even as infrequently as I was then knew about it. But again it is not a game I played. I do recall seeing it* played at a local con (SIU had a bunch of them) but (and this is the asterix) I could not really tell if it was Classic Traveller or MegaTraveller at the time. They had a lot of cool spaceships on a black hex map. I would not actually read MegaTraveller until the late 1990s. I was working on my Ph.D. and commuting all over Chicago. I found a local library that would honor my U of I Chicago library card and they had a copy of the MegaTraveller Player's Manual. I can't recall my impressions of the time all that much, just a memory of being on the commuter train and reading it.

Rereading it now I find the rules are largely similar to Classic Traveller. I know some clarifications and changes have been made but I am not qualified enough to pick them out.

The thing that is most obvious is the setting. The Emporer has been killed along with all his heirs and his assassin is claiming the throne. And so are about half a dozen or more people. So the empire has fallen and this is called the "Time of Rebellion." Does Traveller have...Star Wars envy?? I am sure that is not 100% true.

I have NO data to back this up, but my perception is that MegaTraveller was a hit. I think it appealed to people that wanted to play but not have to get into 10 years worth of back product. In many cases my D&D analogy extends here with MegaTraveller as AD&D 2nd Edition. The Jim Holloway art certainly helps that along.

My understanding is that MegaTraveller came as a boxed set. With Players's and Referee's books. Today you can get them as PDF via DriveThruRPG or from Far Future Enterprises. I will be considering the PDFs from DriveThruRPG for these reviews. It is nice to have these now after so many years.

In general, the scans are ok to good. Some attempt has been made to clean them up, but they are obviously scanned from printed products and not the original files. They are OCR'ed and have bookmarks. The scans look fine on my PC and on my iPad, but I don't think they would work well for Print on Demand yet.

MegaTraveller Players' Manual

PDF. 108 pages. Color covers, black & white interior art.

This book covers everything the player needs to create a character, including Basic and Enhanced options, learn about the core mechanic (and the Universal Task Profile), skills, combat, and psionics.

Reading through this I do get the feeling that this is a cleaned-up and updated version of Traveller. While I can see the larger changes, the subtle ones are less clear to me. My impression is that a MegaTraveller character could operate in a Classic Traveller game.

Layout and rule-wise there are a lot of clarifications. For example, Page 9 details Task Resolution and the Universal Task Profile. This would be called setting a difficulty level in other games. There are the levels of difficulty and what you need to roll over (3, 7, 11, and 15) which is different (slightly) than the "just 8 or better" of Classic Traveller. Rolls can also be altered by skills, risk, time, and other factors. This page gives a great overview and the first place I see a real improvement. Now my understanding is that many of the rules here came about in various publications, both books and supplements from GDW (Merchant Prince and Mercenary seem to be prime sources here) as well as periodicals. IT IS POSSIBLE that by 1986 people were playing with rules that resembled this. This the codification of all of those rules.

Character creation, both basic and Advanced/Enhanced are covered. This is largely similar to what I saw in Classic Traveller (CT) except I did not see anywhere where you can die before mustering out. The tables have been expanded to include military and non-military careers including Scouts and Merchant Princes. Even the example is a Doctor now.

Skills are detailed and this list seems to get larger with each new edition. What I like about MegaTraveller is that skill advancement is right after this section and much clearer.

Character creation and skills take up half the book.

SIDE NOTE: A lot of the tables and other character creation details (like character flowcharts) are set to one page or two pages. So printing out material from your PDF is easy. I can take a page with me to know what my character needs to do to advance for example or keep a list of all the skills with me. Page 9, the UTP is a prime example of this layout feature.

Combat comes up next. Again not a surprise since combat is an important part of Traveller. I don't think I expressed this before, but maybe MegaTraveller makes it more obvious, but combat looks like it is a deadly affair. Again, no practical experience here, but going through the numbers I am surprised I did not notice it before. There are charts of weapons and damage, but not the catalog of guns we found in Traveller 2300.

The last dozen or so pages cover special rules, like mapping and special types of combat.

At the end, where it always is it seems, is the section on Psionics.

Throughout the book, there are little boxed texts that give some more background on the fallen Imperium. Little bits of history and background to add flavor. This new time period is the big deal with this edition.

The inside cover maps of the Spinward Marches and the Third Imperium look like they were taken from a previous version of Traveller. The Imperium map is dated 1115 and this game takes place in 1116 and beyond.

Reading through these now I kind of lament not getting in on this fun back then. Classic Traveller with all its supplements, and add-ons, and alien modules, and board games seemed like a steep hill to climb. I erroneously felt MegaTraveller was the same way. Just looking through was DriveThruRPG and FFE have on their sites it doesn't seem to be that much to me know. It is still far more than want to buy right now and far more than I'll ever play, but it is nice to know it is all there.



Rating:
[4 of 5 Stars!]
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MT MegaTraveller Referee's Manual
Publisher: Far Future Enterprises - Traveller
by Michael L. S. [Verified Purchaser]
Date Added: 08/09/2013 13:39:14

Exactly what I was looking for. I could not find my copy and needed it for a game I was putting together. I enjoy the challenge to create a very detailed star system this manual affords. Thank you Michael L. Snowden snowdenml@hotmail.com



Rating:
[5 of 5 Stars!]
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MT MegaTraveller Referee's Manual
Publisher: Far Future Enterprises - Traveller
by Richard C. [Verified Purchaser]
Date Added: 12/14/2007 00:37:39

In a word. I would say that this book is overwhelming. The length and breadth of the topics covered in this one ( rather small) book caused me to rethink my idea of trying to play MT at all. The book has everything: spacecraft design, maps of the galaxy, sectors, subsectors plus all of the information needed to understand the universe and the communication and administration of the shattered empire. Task resolution is resolved to a science in and of itself. In a way, this book isd a disappointment because of the responsibility thst it pots on the referee's shoulders. Referees and GMs need to be interested in the gamre before they propose to entertain friends with a game of this magnitude. Gaming with this system really grows on you. There really is no other version of Traveller that covers all of the civilizations.



Rating:
[5 of 5 Stars!]
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