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Starship Operator's Manual, Vol. 1 (Megatraveller)
 
 
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Starship Operator's Manual, Vol. 1 (Megatraveller) [Paperback]

Sr. Joe D. Fugate (Author), Gary L. Thomas (Author), William W. Connors (Author), Rob Caswell (Author)
5.0 out of 5 stars  See all reviews (1 customer review)


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Book Description

1988
"Everything you've ever wanted to know about starship operations. Contents include: * Systems: How things work, including details of jump drive, maneuver drive, power plant, sensors, transponder, flight controls, computer, weapons, hull, and cargo hold. * Procedures: Step-by-step instructions on navigating a course, going into jumpspace, starting up a power plant, getting more 'oomph' from a maneuver drive, and lots more. * Crew Duties: Over 20 positions described, telling who does what and why. * 'The Old Timer': Expert advice on Starship operation from an 'old time' merchant captain. * Deck Plans: All-new deck plans for the Free Trader class starship, along with interior views of the ship. * Index: A complete catalog of the contents."

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Product Details

  • Paperback
  • Publisher: Digest Group Publications (DGP) (1988)
  • ASIN: B000EPID4G
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #1,171,360 in Books (See Top 100 in Books)

 

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3 of 3 people found the following review helpful:
5.0 out of 5 stars the beauty of details..., May 21, 2009
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This review is from: Starship Operator's Manual, Vol. 1 (Megatraveller) (Paperback)
This book, like so much of what Digest Group published for MegaTraveller, is just stuffed to the bulkheads with the kind of details and ideas that can really bring important elements of a role playing game to life.

The standard rule books tend to paint very general pictures of starships and starship travel in very broad strokes - there's only so much room in a supplement, and only so many supplements you can produce in a year.

The pages available to starships in the main rule books tend to get used up on game mechanics stuff that - while very important to game play - doesn't do much to add flavor.

By concentrating an entire supplement on all things starship, DG was able to delve into the kinds of things the characters would know, would have to learn, and would live or die by... The kinds of things players should know, if they're going to be doing that 16-year Imperial Navy veteran or life-long merchant character decent justice.

Just how does a jump drive work? How about the M-Drives? And not the 'the engine converts fuel into energy' kind of hard-rules description you get from the main books... How does it -work-? Like the kinds of things you'd learn about cars in Driver's Ed, and by riding with your friends and family an such, and watching your mom or dad maintain it and work on it when it breaks down.

What do the various crew positions really do all day, and all week? What kinds of rules and laws and customs have arisen around spacefaring culture?

This is a 'rules supplement' you'll be happy to read cover to cover.

And, given the modern price of this out-of-print gem, and how badly worn my copies have gotten by continuous reading by myself and my players, I wish I'd had the prescience to photo-copy and archive the original on day one. :-)
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