After reading all of the comments in this thread (whew!) I figured I'd post a few comments of my own...
Back in 1978 or 1979, a guy by the name of Rich Ess introduced us wargamers and role players to a game called Traveller. At the time, we had various people showing up and partaking of the game when and where we could. Some of us would graduate and carry with us the enjoyment of the game to our own private games in our home towns. Some of us continue to play games at the local hobby shop and if we're lucky, bring in more players/gamers into the fold. Others of us however, have a comfortable gaming group we've known for years. I've got one player I've known since 1980 in my gaming group. Another has been part of the group since 1983, and yet another (My wife) since 1986 or so. We don't participate in our hobby at the local games shop, nor do we even want to. Having had one player die suddenly of a heart attack, we lost a player we'd had in the group for 10 years. So why aren't we attracting new players?
Take a look at your own playing habits. Ask yourself where did you start acquiring your habits from? Me? I gained it at the UB wargames club with PUBLIC participation in the sense that people came and went and were invited to just drop in. Nowadays, the only crowd who can do that seems to be either those of your local gaming store, or your university gaming crew. In this age of Nintendo and DOOM and other computer games (which I should add, we did NOT have when we were young) as well as having had the "collectable card game" craze pass us by - I think you will find that the key to recruiting new players will now require something that no one is willing to do...
Make a TRAVELLER based game with the Traveller Logo, and make it submersive much like Diablo II or WARCRAFT or what have you. You need some method of gaining their attention FIRST. You need to make it FUN and you need to make it something people WANT to do. Lacking all of that means that only those already exposed to it will want products.
Oh, and another thing. How many of us remember the good old days of waiting with baited breath for the next "item" to come out? Judges Guild? FASA? GDW? That was three companies right there that produced things for a SINGLE game line. Now? We have one company producing things for their own game line and the productivity dies down as a result. Now we wait 4 months or more for a new book and our "habit" dies from a lack of infusion. Once you buy WORLD TAMER'S HANDBOOK, do you really need a GURPS TRAVELLER: FIRST IN? Once you have an updated SCOUTS, do we need any other fast random generation system of planets?
T20 gained new TRAVELLER players from the D&D crowd. GURPS TRAVELLER players more or less gained players from the GURPS CROWD (although I must confess, I like the GURPS RULES over the CT rules for character growth by a large margin!) Still...
I am attempting to merge/fuse certain game mechanics from CT or MT for use with my GURPS Traveller campaign. I look to T4's POCKET EMPIRES for ideas on a macro approach to running my campaign. I'm using T4's IMPERIAL SQUADRONS as a source book guide for a GURPS TRAVELLER naval campaign for a one on one gaming environment. I am looking at TNE's PATH OF TEARS for detailing militaries (thanks to the unknown individual who pointed out its exitence to me!) that other of TRAVELLER books failed to deliver in some guise. In short? I've grown accustomed to buying traveller IDEAS from the various book incarnations of TRAVELLER in what ever guise it takes. Oddly enough? The ONLY Traveller series books I don't have is T20's! And I've been meaning to get around to it - but with the recent troubles involved in ording things, I've held off (that plus being unemployed for the moment). Some day, I may very much like to pick up the T20 sourcebooks just to see what ideas they contain that aren't in any of the other books. I am exceedingly happy with a certain IMPERIAL NAVY pdf I purchased
only because someone finally put together something that more or less made SENSE.
So - to answer the question regarding T5?
I likely will pick it up just to see what it contains. If it is a decent enough system, it may even supplant my natural disinclination to use new game systems with my gaming group. Why? Because we've already experienced my search for the ultimate game system and settled on GURPS. The time we invest in learing ONE game system means that we don't have to relearn a new one every other month (and some of us refuse to do that for reasons of either and/or time constraints or monetary constraints).
T5 ultimately, becomes a purchase item to see what I can mine it for later on, or it becomes an "idea factory" for me for my campaigns. If it is GOOD enough, it may even be my ruleset (But I don't count on it).
Final note: My 12 year old daughter is playing a Drive Hand in my Empress Nicolette campaign. She is entranced with the idea of gaming having seen how much fun my gaming group/crew has with it. For her, it is a rite of passage in a way. How much do you want to bet, that if she can get her hands on a SIMPLE Traveller game system such as CT, that she could handle the GM'ing duties for her own friends should she be so inclined? As adults, we revel in the more complex designs to stretch our abilities. CT for a 12 year old I think is JUST right - not too complex, not too boring.