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The setting is classic space opera, which in many ways looks very silly post-cyberpunk, but nevertheless is identifiable with a few key features. Firstly, it is set in the far future, some three and a half thousand years. In that time there has been no fundamental change to the human species and rather modest changes to technology, with the exception of faster-than-light travel. Secondly, with the usual justification of the limitations in communication speed, social organisation has egressed rather than advanced. The Megatraveller universe is ruled by an imperial system of government with heavy feudal influence, albeit it is currently in the throes of a major rebellion with a multiplicity of factions following the assassination of the Emperor. Thirdly, there is the aliens whom humans can deal with. In Megatraveller these include the Aslan (lion-people), the Vagr (dog-people) and, to be slightly exotic, the K'ree (centaur-people). There is also the more alien Hivers and a precursor species of ancients to prevent the improbability of convergent evolution.
Assuming that one with can handle the improbable setting with just a slight wince, a grain of salt, and a wry smile at a bygone era when Star Wars really was the cutting edge of sf, one is ready for character generation. This begins with a roll of 2d6, in order, for Strength, Dexterity, Endurance, Intelligence, Education and Social Standing, which generates a Universal Personality Profile, recorded in hexadecimal (e.g., 868BBA). Following this the players rolls for Homeworld generation, which also has a profile, although the key for this is tucked away, inexplicably in the Referees Manual. This includes Starport Rating, Size, Atmosphere, Hydrosphere, Population, Law Level, and Tech Level. After this one of eighteen professions is chosen, which have a significant military bent; Army, Barbarian (pre-industrial background), Belter, Bureaucrat, Diplomat, Doctor, Flyer (close orbit and aerospace), Hunter, Law Enforcer, Marine, Merchant, Navy, Noble, Pirate, Rogue, Sailor (as in, water), Scientist and Scout. The combination of homeworld generation and profession (in some cases) determines one to four default skills. Everyone in a post-industrial world has "Gun Combat" apparently.
The next step is the four year terms of service, initially by enlistment or the draft, both of which are randomly determined. Random rolls continue with tests for survival, commission, promotion, specific duties, acquired skills and for re-enlistment for another four years. At a certain point a player may decide to retire their character (although they could be forcible re-enlisted) and they'll receive mustering out benefits. Survival tests, it must be mentioned, is now optional. In the old edition of Traveller, a rather tiring experience was having characters die during chargen. Obviously this was a problem, but rather than reduce the effect (for example, the character was seriously wounded, rescued and is now in debt with a slight limp), they've applied a yes/no switch.
With four year terms it is entirely like to end chargen with characters in their early middle-age, which is actually a pleasant change from FRPGs where most characters start in their late teens to early twenties at best. Life, apparently does begin at forty, and you're not feeling so quick there is an outside chance that your character might find some anagathics which prevent characters above 30 from having to make saving rolls on their physical (Str, Dex, End) characteristics. It is possible to have a character die of old age in chargen. The "advanced" character generation system is very close to the basic system, except with additional detail. It also gives the option of attending a military academy or medical school prior to enlistment and taking up a mercenary career.
Traveller invented skills in roleplaying games and they feature prominently in Megatraveller. There's over 150 skills in Traveller, with additional requisite specialisations ("Cascade skills"), and, for a small number, defaults to other skills ("Serves As skills"). Just under half are combat and weapons orientated. Differentiation in ability is slight with a +1 modifier (remember this is a 2d6 resolution system) being a significant deal, the sort of thing that might be gained once in a four-year term. Skill notation incorporates the bonus in the title, e.g., Physics-2 is knowledge of the Physics skill with a +2 bonus. As can be expected, skill improvement by experience is slow process (formal training is somewhat quicker) balanced with the initial rate of learning in character generation. One very neat aspect is the ability of characters to temporarily pick up skills by observation and copying what they've seen.
Megatraveller's task resolution system is the real precursor to the d20 "Target Number" approach and the particular implementation is far in advance of its time. A UTP (Universal Task Profile) is provided which lists actions according to their Difficulty (Simple 3+. Routine 7+. Difficult 11+ and Formidable 15+), possible die modifiers (such as skills, characteristics), the time required to perform the task (roll on 3d6, and use 10% increments), and a risk qualifier in case of failure (e., safe, hazardous, fateful etc). The only fly in the ointment is that the die modifiers for characteristics are based on Char/5, dropping all fractions. This skews the game heavily in favour of skills over characteristics and with a significant graduated equilibrium (e.g. a characteristic of 9 is the same as 5); a local house rule is a +1/-1 modifier for every two points from 7. Apart from this, the UTP is a great system and heartily endorsed. A trivial example of the UTP:
Task: To compute the proper course for a starship making a jump Routine, Navigation, Edu, 2 min (uncertain)
It is unfortunate that the simple principles of the UTP weren't strongly applied to the combat system which is overly-complex. The basic procedure is determination of surprise (a task), initiative (based on group tactics skill), and resolution of actions, including interrupts, which is basically covering areas. "Life Force" is based on Str+Dex+End which is cross-referenced to calculate Hit Values, which has two scores, one for unconsciousness, one for death. Further, any damage received results in 1d6 being subtracted from Str, Dex and End, which determines the relative seriousness of a wound, and which can also cause unconsciousness or death. If this sounds like keeping track of two separate sets of hit points, you're right.
Hitting a target uses the standard resolution method with the base difficulty determined by range, or a Routine task in melee. However, the amount of damaged received depends on the penetration rating, attenuation and compared to the armour value of the opponent, resulting in high penetration, low penetration or zero penetration results. Penetration modifies damage points which are also multiplied by the degree of success. If this sounds like there are two different types of damage to keep track of, you're right.
The final two chapters of the Player's Manual deal with Special Rules and Psionics, respectively. Special rules include mapping issues, optional rules for NPC morale, the effects of terrain on movement, basic actions (including a UTP for calling a lift), line of sight issues, combat in zero-G and high-G, indirect fire, combustion and so forth. The Psionics chapter emphasises extreme social prejudice, even hatred. and the talents of Telepathy, Clairvoyance, Telekinesis, Awareness and Teleportation.
Whilst the setting of Megatraveller is hopelessly out-of-date for the science fiction genre, the character generation system consistently follows a simulationist agenda, even to the point of annoyance. The career and skill system is quite good with the exception of the unnecessary emphasis on randomness, military and associated professions and skills. The skill improvement and task resolution systems are particularly advanced for their time, and are better than most contemporary games. The combat system is a convoluted mess. The book's organisation is not the best, and nor is the style. The artwork is hardly anything to sing and dance over either. There is a lot of detail in Megatraveller, and that is impressive in its own right; it's just that often it's poorly implemented. In a nutshell, when it's good it's very good and when it is bad, it's horrid.
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