Even at it's worst, I don't feel that Traveller ever really needed a character generation
program. Fun to have and use, maybe. But I would not put it in the needed category.
The worst was when the ship construction rules require you to either need a program to use them,
or no life outside the game so you have enough time to build a small ship.
Ideally, the rules for ship construction would be simple, easy to understand, and still be able to
build anything from a fifty ton fighter to a million ton super dreadnought. Okay, I know that's
kinda like saying, "All we need to do to get a tunnel across the English Channel is keep digging
until we hit France." But it is possible. But it really is possible. The old RPG Mekton II is a
good example. In the basic rules you had everything you need to build a "mekton" from the
smallest ten ton mekton to bruisers of over a hundred tons. One supplement later and you had
ever thing you need to make powered armor of every kind. A second supplement later and you
had everything you need to "tweak" the numbers and not have to use "off the shelf" components.
If T5 is to go the rout of "total design control", then maybe that would be it best handled that way. The
basic rules are clean, quick, and simple. For those that want the total design control, there could
be additional supplements. Nothing would really change in the later, more involved, versions, but
you would have more control over what numbers you are using and to customizes designs.
While we are at it, I vote (like I really have a vote) to get rid of the ship UPP. It is an idea whose
time has passed. The idea of reducing a ship's statistics to a line of numbers as the information it
contains grows more and more involved is untenable. Any string of digits beyond ten is
practically unusable. The whole idea behind them was to make it so you could keep track of a
ship (or group of ships) on a single note card. I feel we have reached a point where a single
control sheet is need to keep track of a ship. Nicely laid out it would not only make it easier to
keep track of the ships status, but is more appealing to the eye.
The thing I feel T5 ship rules should avoid is becoming another Star Fleet Battles. I have that
game if I feel like doing something along those lines. It has been my impression that most people
interested in an RPG do not what that level of play in the ship rules either.
When one gaming session has to be almost completely dedicated to doing an engagement between
a few ships, it really can put a drag on the role playing aspect of the game.
In the end, this is what we are talking about. A role playing game. As such, perhaps we don't
really need a hard and fast rule that covers every aspect of ship to ship combat. Leaving it open a
little does leave room for more role playing and a good game master can make rulings on the fly
(rather than being limited by what the rules say must happen).