I don't want to start another "T5 Isn't Playable" thread. I really want to like T5. I see things that I feel T5 and its rulebook can do better. That's what I want this thread to be about.
The main rulebook shouldn't be all things to all people. Attempting to build something that makes everybody happy winds up making nobody happy. I really like that T5 has options to expand tech levels to singularity, FTL options beyond jump drives, characteristic options that accommodate a wide variety of sophonts, rules for genetics and clones, rules for building guns, starships, vehicles, and robots, rules for creating planets, subsectors, sectors, and galaxies, and lots of other things.
The list could go on. Unfortunately, the more complexity you add up front, the more barriers to entry you add. That was the hallmark of CT. The LBBs simplified things and added complexity later.
Recently, we've had a couple of deaths in the Traveller family. That points to one of the problems that we as a Traveller community have -- we as a group are aging. We need to attract new blood in order for the game to survive. We need to remove as many barriers to entry as possible.
So what does the main rulebook (or books) need?
1. Fast start rules - These would include an explanation of the task system, several sample human characters, only enough skill and equipment information necessary to understand the characters, a sample adventure set in the OTU Imperium (characters are old friends hired to travel to the next planet J1 away and deliver a package, short description of two starports, short description of starship passage, something to make the delivery exciting, a few NPCs, enough information for a new GM to ask for some task rolls, no combat). This book or book section should ONLY include enough information to play.
2. Simple rules - How to create the characters and NPCs from the fast start rules, more skills and equipment to support character generation for those characters, personal combat, short description of a couple of starships (e.g. scout & free trader), UWPs for an OTU subsector (e.g. Glisten, SPIN-O), and an adventure that allows the characters to travel to several different worlds.
3. Broader rules - More careers, a few non-human sophonts, more skills, more equipment, more ships, ACS combat, UWPs for a neighboring subsector (e.g. District 268, SPIN-N), and an adventure that allows the characters to travel to beyond the Imperium.
4. Advanced rules - All careers, all major races, several minor races, all skills, large equipment list, lots of ships, UWPs for an entire sector (e.g. SPIN) and an adventure that spans several subsectors.
5. Very Advanced rules - How to build guns, armor, starships, vehicles, clones, sophonts, things, and an adventure that spans several sectors.
The idea is that you start simple so that new Traveller players, Traveller players who have fallen away from the fold, and Traveller players new to T5 can participate. Then you can add layers and levels of complexity as people gain a greater understanding.
Thoughts?
Baron Ovka
The main rulebook shouldn't be all things to all people. Attempting to build something that makes everybody happy winds up making nobody happy. I really like that T5 has options to expand tech levels to singularity, FTL options beyond jump drives, characteristic options that accommodate a wide variety of sophonts, rules for genetics and clones, rules for building guns, starships, vehicles, and robots, rules for creating planets, subsectors, sectors, and galaxies, and lots of other things.
The list could go on. Unfortunately, the more complexity you add up front, the more barriers to entry you add. That was the hallmark of CT. The LBBs simplified things and added complexity later.
Recently, we've had a couple of deaths in the Traveller family. That points to one of the problems that we as a Traveller community have -- we as a group are aging. We need to attract new blood in order for the game to survive. We need to remove as many barriers to entry as possible.
So what does the main rulebook (or books) need?
1. Fast start rules - These would include an explanation of the task system, several sample human characters, only enough skill and equipment information necessary to understand the characters, a sample adventure set in the OTU Imperium (characters are old friends hired to travel to the next planet J1 away and deliver a package, short description of two starports, short description of starship passage, something to make the delivery exciting, a few NPCs, enough information for a new GM to ask for some task rolls, no combat). This book or book section should ONLY include enough information to play.
2. Simple rules - How to create the characters and NPCs from the fast start rules, more skills and equipment to support character generation for those characters, personal combat, short description of a couple of starships (e.g. scout & free trader), UWPs for an OTU subsector (e.g. Glisten, SPIN-O), and an adventure that allows the characters to travel to several different worlds.
3. Broader rules - More careers, a few non-human sophonts, more skills, more equipment, more ships, ACS combat, UWPs for a neighboring subsector (e.g. District 268, SPIN-N), and an adventure that allows the characters to travel to beyond the Imperium.
4. Advanced rules - All careers, all major races, several minor races, all skills, large equipment list, lots of ships, UWPs for an entire sector (e.g. SPIN) and an adventure that spans several subsectors.
5. Very Advanced rules - How to build guns, armor, starships, vehicles, clones, sophonts, things, and an adventure that spans several sectors.
The idea is that you start simple so that new Traveller players, Traveller players who have fallen away from the fold, and Traveller players new to T5 can participate. Then you can add layers and levels of complexity as people gain a greater understanding.
Thoughts?
Baron Ovka