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How to read T5?

Hi all,

I've had the Traveller5 pdf for quite a while, but I've never been able to get into it, which is annoying and frustrating for me. I've been a Traveller player and GM since the LBBs and have most of all versions (including Hero which is probably my favourite). So I really want to get into T5 as eventually I'd like to run it.

But first things first...

My question is, has anyone written a Beginners Guide, which simply details sections and page numbers that you need to read. For example, Ignore Introductions, read Basic Information (page 22-23), Read Characters (page xx-xx, ignore xx-xx) etc.

I *will* read the whole thing, but I'm hoping that I don't need to read all 656 pages straight as I think that's what's turning me off at the moment; I'm happy to go back and read optional/advanced and other rules later.

Any help would be appreciated!
 
My take on this would be to start by reading the section on characteristics. You need to understand that before you can create a character. Then read the section on creating characters. As with the older versions of Traveller, create a few to get a feel for what is in them. Don't worry so much about what skills you select in these practice characters.

Once you get a feel for the characters, then you are ready to tackle the "how to play" sections. I would read the sections on tasks, skills, knowledges, and personals. That will give you a good grounding on how to handle many situations that come up during roleplaying.

What you read next is a matter of where you see your game going -- combat, trade and commerce, starship combat, psionics, senses, QRBES etc. Leave the makers for last (equipment, sophonts, sectors, star systems, worlds, etc.). Most of those sections are things that occur outside of the gaming session.

YMMY

Cheers,

Baron Ovka
 
And when you go to create a character, make sure to have the Errata handy because otherwise some careers can be very confusing or some would say broken.
 
Many thanks for the advice, I have the errata so will be following that and I also found the thread where advice was given to players on what they should read, so I'll follow that too.

I'll get there!
 
I'd start with "What is Traveller", Dice/mechanic and conventions (but only up to page 24), rolling a character, and understanding the task system (just how to plug your numbers into the equation).

Bare minimum for a player coming to the system, wanting to know the conceits of the "universe" and how to make and use a character. A GM can then supply "stuff" (ships, guns, things to shoot and/or trade with).

Who am I, where am I and what am I doing? (rhetorical player questions)

Once you've done that and you are comfortable with it, expand and elaborate with what is available in TBBB.
 
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