I have Mayday, Book 2, the Missiles Special Supplement, GT, and GURPS: Starships. I don't have Highguard, MegaTraveller, or Power Projection.
I'd like to play ship combat scenarios-- not necessarily as part of a role playing adventure/campaign. I don't mind if the focus is hard coded for Adventure Class ships. I want some sort of workable game to play that has a Traveller flavor, is moderately playable, and has a fair amount of tactical depth.
I've looked at debugging Book 2-- ie reconciling abiguities and omissions regarding sand, pulse lasers, and missiles-- but I'm frustrated with that sort of thing. The GURPS material I have is light on game-aids and cheat sheets and seems oriented more toward integrating with GURPS rules consistently than it does with being playable on its own.
I'm leaning towards ignoring everything and just settling for Mayday warts and all because it is concise and stands alone. On the other hand, it would be nice to be able to design a variety of fighters and have them shoot each other up.
I'm really frustrated, though. Working through the material I have actually feels almost harder than designing a game from scratch. I have too many games that work out-of-the-box and I've ended up abandoning all my hopes for various Traveller ship games several times.
This is the last major "showstopper" for me to run a Traveller campaign. I realize that my being a BattleTech/Star Fleet Battles/Car Wars player causes me to bring different expectations to the table than most modern role players.
Any advice?
[Note: This is crossposted on the SJG Traveller forum.]
I'd like to play ship combat scenarios-- not necessarily as part of a role playing adventure/campaign. I don't mind if the focus is hard coded for Adventure Class ships. I want some sort of workable game to play that has a Traveller flavor, is moderately playable, and has a fair amount of tactical depth.
I've looked at debugging Book 2-- ie reconciling abiguities and omissions regarding sand, pulse lasers, and missiles-- but I'm frustrated with that sort of thing. The GURPS material I have is light on game-aids and cheat sheets and seems oriented more toward integrating with GURPS rules consistently than it does with being playable on its own.
I'm leaning towards ignoring everything and just settling for Mayday warts and all because it is concise and stands alone. On the other hand, it would be nice to be able to design a variety of fighters and have them shoot each other up.
I'm really frustrated, though. Working through the material I have actually feels almost harder than designing a game from scratch. I have too many games that work out-of-the-box and I've ended up abandoning all my hopes for various Traveller ship games several times.
This is the last major "showstopper" for me to run a Traveller campaign. I realize that my being a BattleTech/Star Fleet Battles/Car Wars player causes me to bring different expectations to the table than most modern role players.
Any advice?
[Note: This is crossposted on the SJG Traveller forum.]