I think that every group will find 80 to 100 pages that will make them go "How did I ever live without this." But with each group, it will be a different 80 - 100 pages.
Not the group I game with.
I think that every group will find 80 to 100 pages that will make them go "How did I ever live without this." But with each group, it will be a different 80 - 100 pages.
I've heard from people who actually play it that the T5 mechanics are actually quite fast once you get used to them.
... but, dang, 2D6 roll high is just SO intuitive. I mean who doesn't get 2D6 immediately?
There can be no Traveller standard. Just as there is no Skyrim standard. Players want to MOD everything now with their own customizations. No two computer end-users use the same computer the same way.
[snip]
I feel that the book could be pulled apart, reedited, corrected, and reassembled into a good game. But if the last part of the quoted material, indeed, true... then I agree with you.
Which placed T5 in a sad state. I just looked, and there are a lot of copies of the T5 book available on eBay and other sales sites. This is not a good time for the Traveller Universe.
Marc Miller's Traveller (T4) and T5 seem to share some common mechanics that are very different from these other groups.
Personally I think T5 could very well present that system once refined and only Traveller players can make that happen.
What do you think?
Being part of the sewing circle you would certainly know better than I, but I suspect that what happened is what is sometimes referred to as 'T2SE' in product development.. . . I am completely and utterly baffled by the decision to release it in its present form.
Assume that T5 was published virtually free of errata, with balanced systems that make sense and interact with each other properly as intended.
What is it that should make it so much superior to previous versions of Traveller that everyone should gravitate to it instead of other versions?
What is so inherently special about T5 to every player at the table that it should eclipse CT, MT, MgT or any other SF RPG?
For me it would probably be the QREBS system and tech staging. I'm not 100% happy with everything in the QREBS system but I do like the fact that it allows me to have a character who is a master gunsmith who can then build a gun that is superior to the mass produced guns commonly available, yet without being ridiculously overpowered (the better guns won't turn an amateur into a dead shot or a good shot into someone who never ever misses, but the effects of the superior weapon aren't completely unnoticeable, either).. . .What is so inherently special about T5 to every player at the table that it should eclipse CT, MT, MgT or any other SF RPG? I would genuinely like to know because I've got the book and I've yet to be convinced that if it weren't for the organizational issues, I'd be playing this instead of something else.
- its completeness, one (or very few) book(s) containing everything
- the makers' easiness and fastness
- the internal cohesion of the rules
- the support of a really enthusiastic fan community
Earth to Ishmael...I'd have to disagree. T4/T5 are very similar to GURPS in its mechanics.
I ask that, too. Where would the "Ultimate" in it be exactly, other than it being the last Marc Miller book?What is so inherently special about T5 to every player at the table that it should eclipse CT, MT, MgT or any other SF RPG? I would genuinely like to know because I've got the book and I've yet to be convinced that if it weren't for the organizational issues, I'd be playing this instead of something else.
I've tried to say this before myself, but you put it much better. Basically my thought was that if Marc was anything like me, I can see how one could easily keep tinkering with the system, simply because it is so ambitious and trying to tie together so many things, and the elegance of some of the systems in it would easily motivate one such as myself to seek similarly elegant solutions to more of it, even areas where it would be much, much harder to do. But you're right, there comes a time when you do have to ship. I think if he was like me he would need a hard deadline, but self-imposed ones don't really work (for me anyway), so perhaps he used the Kickstarter as an excuse to have a hard deadline. Of course, given the amount of work needed for the post-engineering stages that you mentioned, the deadline chosen was an unrealistic one, and hence we got the twin problems of it being both unfinished and late. And yes, as has been mentioned there was also the problem of Marc insisting on things that many (if not most) of the community didn't want in the game.Being part of the sewing circle you would certainly know better than I, but I suspect that what happened is what is sometimes referred to as 'T2SE' in product development.
T2SE stands for 'Time to shoot the Engineer' and what it means is that at some point you have to take the product of out the engineer's hands and move it further along the development cycle. The reason for this being because an engineer can sit on a product for years making further and further refinements.
Giving your engineers more and more time does produce a better engineered product, so why don't you just let them keep designing? Well, there's the most obvious fact that a product simply has to be shipped eventually, but there's actually more to it than that.
After the engineer is done designing a product there are still other stages that have to be done before the product can ship. Ergonomics need to be done, manuals need to be written, and a manufacturing process has to be devised. While some of this is actually done during the engineering you still have to go through a final stage where you now have a designed product and you have to make sure all the i's are dotted and t's are crossed in the remaining stages. Time spent engineering actually takes away from that time. Certainly on paper it looks like they are separate, but think of it this way; if an engineer designs a product in a year then the company wouldn't have much qualm about spending six months on the later stages to finish the product. On the other hand if it takes the engineer three years to design the same product then the company is going to feel a much greater sense of urgency to get the final product out the door. Counter-intuitive, but there you have it.
With all the time T5 has been in development and beta I suspect it got to a stage where Marc felt it needed to get out the door rather than spend the full length of time it should have in the steps that occurred after 'engineering'.
Of course this is just a guess on my part.
Definitely a YMMV thing I think, but there have already been at least two threads covering this very topic before, so there's no need to go into it in great detail here, but I'd have to say in short, simply how much you can do with it all in one volume, without the need for supplements. It simply provides more options than previous versions. GURPS probably allows more options, but I'd have to buy so many other books to get them, it would easily make up for the price, even surpass it. The only place I find T5 a little limited is in the character variety. I know they tried to make each career more encompassing, but I think they fell short a bit, like how every rogue is a con-man style, when so many others are possible. But I suppose compared to other versions considering just the core rules, it's decent enough. Other than that though, more options with weapons, equipment, vehicles, character types (not careers, but robots, chimeras, clones, etc., plus the sophont maker). No other sci-fi game I have has this many options, without a ton of supplements. And very much what esampson said in his last post as well.mechascorpio said:. . .What is so inherently special about T5 to every player at the table that it should eclipse CT, MT, MgT or any other SF RPG? I would genuinely like to know because I've got the book and I've yet to be convinced that if it weren't for the organizational issues, I'd be playing this instead of something else.
While I don't think this would make it "ultimate" per se, I do think it would have been a better idea, both from a marketing perspective (less daunting to new players and no need for a separate player's guide), but also we wouldn't have had the problem of so many things having been cut for space, including artwork that was in the original draft.KDLadage said:What would have made this the ultimate version of Traveller (in my opinion), would be to split the core set into three books,
Earth to Shonner
both are roll under stat+skill