Here are first/second impressions on T5 from someone new to Traveller, for what it's worth.
Note that I really do like it, as you may guess by the length of this post.
As a background, I'd heard of Traveller for a long time, but not that much more than descriptions from play sessions (and what can be found on Atomic Rockets). Still, a well-detailed pan-SF set of rules and what seems like pretty nice settings. It was one of the types of games I'd want to run, probably as a GM.
So, hearing about T5.09, I decided to give the PDF a try.
(With no access to Gunmaker&cie, I'll need to either find alternate or build my own, though.)
The book (well, the PDF) is huge. That's not a problem by itself - on the contrary, it's great to have one big resource with much everything needed inside.
The problem, however, is that it's not easy to enter it. Let's for example take character generation. It's well-detailed but also overwhelming, which I feel will drown many a newcomer who already have to assimilate an entire new ruleset.
Examples of the process are a good thing, but a quick-chargen system would be welcome, particularly for new players and/or short campaign.
Once newcomers are more familiarised with the game, it's time to break the complete rules for those who want it.
I haven't actually started a campaign yet, and while I am indeed short on time at the moment, it is also because I'll have a hard time asking from players such an up-front effort.
Many systems would be helped by such "quick options" available. Ideally, there would be a subset of the rules that could be showed at the newcomers so they can get to play fast and learn the subtleties of the complete rules gradually.
Examples in general are nice, and T5 is kind of lacking there.
For some reason, examples of processes (like chargen) don't feel as clear as they should.
They are sometimes lacking, also. For example, there is no example of how a bigger apparent size (size > range) influence detection roll. This one is especially problematic as the rule itself is counter-intuitive. This one in particular is more of an errata thing, but it felt like a general trend.
Examples help in two main ways, to me.
First, they help give a flavour of the world(s), or at least the kind of world generated in the case of a toolkit, as well as give the range of possibilities.
Second, they help the Referee in giving usable or easily tweakable material without having to build it from scratch, saving up both efforts, mental resources and time.
Example NPCs (both mooks, supporting cast and "PC-grade" characters) would be great. Most would probably be humans.
Vehicles, weapons and other equipment feel lacking here, for a newcomer. We have lists of equipment in compressed format, but remember that this format is hard to parse at first, so it doesn't feel usable, and doesn't give any "feel".
Developing them, with worked out stats (including parctical things like 'grab and shoot' stats in combat), and one sentence description would be nice, particularly if it gives a range of types, uses and TLs.
Similarly, an additional longer, less developed list of ships (e.g. no art, short descriptions - like above) would be nice to have. The example ships are nice, but they feel like a small subset of all the variety that must be out there.
Example sophonts could also have a few example NPCs and equipments listed.
A few, varied example worlds would also help. Not fully setting-detailed, but enough to get the feel of the place and have a few plot hooks. Probably with a few examples of typical equipment/ships/NPCs around.
There is art for examples all around, generally in the form of a band with multiple of them side to side - strangely, not next to said examples.
Those could be copied/cut and paste next to the actual stated/described example, giving a better feel to both what the picture represents, and what the bunch of stats actually is in this world.
In general, though, some systems feel very complex to use - the recent chargen flowcharts show that. Same for, say, combat or personals. Even with quickstart rules and examples, it felt they need to be streamlined a bit/better presented for use.
For chargen in particular, actually role-playing the character's past would be pretty nice. It is what some players and referees actually do, for what I've heard, and I've seen it in other RPGs (ex. Fate Core). This should be put in the book, as advice or even with rules to help it. (Bonus points if there are hooks for the players interacting during said chargen - helping with "you all meet in the starport's tavern" syndrome.)
It doesn't mean it should be detailed as a full session - simply describing the important scenes and events, what the player decides and the direct consequences, so no more than a few minutes per event.
Right now, those descriptions feel like Wikipedia's "plot summary": probably a good story, but too drily presented as it is.
Shipgen may also gain from this.
Building/retrofitting/salvaging/commandeering a ship should be a big, interesting endeavour, and it helps players "owning" the ship instead of simply "using" it. The Expanse does that pretty well, but book tricks aren't necessarily reusable here.
(This is the part where I'd probably add simulated battles to my players - but of course in actual battles, they would discover that their ship isn't quite the theoretical ideal of the simulation, unless they did put special care - read resources - to quality)
Ideally, it may even be extended to the ship crew - to have them being people more than featureless numbers.
The flow of the book felt a bit off.
Ideally, it needs to be
"what a newcomer needs to get an idea" (which it does have)
>> "what a player needs to play" (chargen, combat rules...)
>> "what a Referee needs to run a short campaign" (NPC examples, stuff examples, more setting stuff)
>> "the Deep Stuff" (world generation, sophont generation...)
>> "Annexes" (dice tables, dense info resources...) (which it does have, though maybe compressed example lists could be useful there, classified by TL, type...)
I'm not sure it is following this structure as well as it should, though I'd need to re-read it to be sure.
This isn't helped by the lack of a table of contents for the PDF, though I expect that to be fixed in the 5.1.
The setting is in a weird position here.
On one hand, it's better to have a setting than to go full, dry toolbox, as other explained here.
But if it wanted to go full toolbox, the setting is still not trivial to cut loose, as it is not really separated from the pure "mechanical" parts.
Even with a more developed setting, maybe care should be taken to make it easier to cut and replace by Referees wanting so - that or more completely interwoven with the mechanics.
On the other hand, it is not developed enough to give a feeling of what kind of Universe that is, what kind of people inhabit it and what kind of events happen in it. It feels like reading a Wikipedia page about the Mongol Empire, instead of reading an actual history book or/and a novel about it.
It fails to give plot hooks - the example play in the intro is really good, and you can see how a session, or even a whole campaign can flow from there. But there aren't really materials elsewhere to build that kind of story. Of course, a good Referee will probably come up with something, but again, it's harder. And less experienced Referees can really need that kind of help.
For example, amber and red zones: there should be examples given. They don't need to be more than a few sentences (though a few longer could be nice), and that would be instant plot ideas for the Referee.
Examples are a great way to add setting in a natural way, even simpler ones.
( Not necessarily Traveller-adapted example: ) A gauss carabine model is nothing special.
But a sentence about how it is famous by being the main weapon of a legendary Marine regiment tells you that said regiment exists, is special, maybe with a hint of events (what made the legend).
Another sentence about how armchair warriors like it so much they're the main users tells you there are armchair warriors, it's not an otherwise widely used weapon (maybe because of the stigma), and though it may be easier to find than other equivalents (in places where armchair warriors are good, numerous customers), it comes with a stigma.
If you want to have a more de-correlated toolkit/setting, examples would be more generic than that, but it still stands. Say, replace the specific regiment by a generic "special forces", add a "in some places"...
Ultimately, for the setting, there is this test: removing all the rules, would I want to play this, as written?
At first, I was expecting some rules for BCS and large-scale combat. The problem is, this wait was strengthened by the presence of skills like "fleet tactics" and such - which have otherwise no function in the game.
So its lack, while comprehensible in retrospective, disappointed me.
As an aside, the Dean Drive actually made me audibly groan.
It needs to be thrown into a sun. And then have the sun go nova. And then throw the nova remnants in a black hole. And then throw the black hole into a pocket universe, close all the gates and Big Crunch it to oblivion.
And then retcon it from the face of reality, Redemption Ark-style - it's the only way to be sure.
As another aside, "Traveller is hard-SF" made me chuckle. It may be better to reformulate that. Nothing wrong with soft-SF, and it was more to point out the intricate set of rules it is following than an attempt to follow actual, known science as closely as possible.