Looking at T5's starship design rules, I guess not. It's been a while since I looked at CT.
And for what it's worth, I thought T5 was going to be the definitive update of CT. But, I guess it's different in many respects.
Considering Marc himself wrote T4, I cannot fathom why people would think T5 would be CT++ instead of T4++.
Considering Marc himself wrote T4, I cannot fathom why people would think T5 would be CT++ instead of T4++.
I think primarily because that seems to be the version people like most. It was easy to comprehend, easy to get into, had a few unaddressed and excessive things, but was otherwise solid. Did not Mister Miller author that himself as well?
While playing Traveller, Marc role-plays. Very little rules. Traveller is truly a rules-light game system once you start playing. For our scenario, we generated characters by only rolling up stats. No skills. Just stats and pick your service. All rolls were made against those stats, but you couldn’t roll against the same stat again, until you had used them all. Oh, and you had to support your decision on which stat to use. After that, it was all role playing. Creating a communal story. He made it up as he went along, allowed us to build the story, and acted as “referee” just as intended. After we were through, he said “There. Now you know how I play Traveller.”
His favorite version of the game is still Classic Traveller. Yeah us!
Miller ran several games of Traveller at Gary Con this last March. How much he's played before or after I don't know.
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The system seems to work in some ways like T5... roll under a value on dice. But no other mechanics details were offered.
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Whether this is really T5 or Classic Traveller I can't say. How many times Miller has played Traveller in the past decade I cannot say. But the interview is an interesting read.
And yet the game Marc runs, at least the ones we have a public record for, is about as far away from T5 as you can get...
closer to the simplicity of CT in fact (which he says is his favourite version in interviews on record too).
The ruleset tends to encourage certain levels of mechanics; most of the time, novices use a large subset of mechanics, and a portion wrong. Houserules often are simple misunderstood rules that worked fine in the misinterpreted version, so when the real meaning was grasped, the decision was made not to fix it.But doesn't it often, at the least, come down to the narrative and organisational style of the ref and the interaction of the players? More involvement, descriptive narrative from both side and emphasis on outcomes and efforts can lead to less need to test mechanically for outcomes if that's the sort of game a ref wants to play.
I for one found CT not to be rules-light due what seemed to be a range of stand-alone rules for different skills.
IMO Megatraveller about got it right, it was the version that needed the update to straighten out the errors and make it a little more readable.
I'm old enough to remember when Dungeons & Dragons was light on clear direction.
Back when ELF was a Class.Basic and Expert!
Back when ELF was a Class.