Let us know when the great exodus from GURPS to T5 occurs.
Right after I win the lottery. Twice.
Let us know when the great exodus from GURPS to T5 occurs.
Assuming this is (as stated), well edited, well organized, and well laid out -- I think many old school Traveller fans would come over to the newest (and ultimate) edition of the rules. Players would need nothing but Book 1; a Ref would need Books 1, 2, and 3. Offer all three in soft cover and hard cover (to allow for multiple price points).
But this is just how I see things.
I can't speak as to a majority, but if your taking a survey, add me to the no column for T5.So I'd propose that with a fix for the rules that are bugging people in some way or an update to incorporate a method to adequately explain it further, could we all be happy and finally have a rules set that the majority could all agree on?
What do you think?
Although I appreciate the detailed answer, it really wasn't an answer to my question. Your approach is a radical re-write of the book Traveller5, and some of what you include implies re-engineering the rules. All I meant was that if you take T5, fix and reorganize the rules as-is, why does it become the best version of Traveller?
In that respect -- agreed.I appreciate the other answers too, but there's a lot of focus in most of those answers on why T5 is so enticing to you as a GM, and not to player characters that you are trying to get to your table. esampson has one of the more compelling answers, but I don't see how these things make the entire version the best version of Traveller ever.
I think my answer applies to player characters just as much, since I like to play too. Like I said, I can play more kinds of characters like clones, robots, chimeras, synthetics, or almost any sophont species I like since there is a maker for those in there. I can play a clone of my own character with the Life Insurance benefit, or my character's children, or have his parents in there with actual related stats (and hence make siblings or whatever). There's more options for equipment, vehicles, weapons, all sorts of stuff, so I can have fun in a mole machine, or submarine, or blimp, and even use them in combat (note to self: need blimp to sub combat scene!). There are far more options for FTL than any previous version (except MgT, kinda), including NAFAL. More detailed interactions with NPCs with Personals, better handling of the senses, including alien ones, that fits seamlessly with enhancers like binoculars, spectrum-shifting gear (IR goggles), and vehicle and starship sensors. Very little of all this stuff and more can I do in other SF RPGs I have because they are too specific (Star Trek, Star Wars, Trinity, Firefly, BSG), or I have to buy many supplements for (like GURPS).I appreciate the other answers too, but there's a lot of focus in most of those answers on why T5 is so enticing to you as a GM, and not to player characters that you are trying to get to your table. esampson has one of the more compelling answers, but I don't see how these things make the entire version the best version of Traveller ever.
There's literally a lifetime of scifi gaming goodness with Traveller and it deserves to have an internationally agreed upon core rules if you will. (Dare I say it, AD&D does, so why shouldn't Traveller?)
For the record i really disliked CT it was for my style of gaming too watered down and simple that's why when MT came out i went with that. I look back at CT and think how anyone could have been drawn in by the rules, i can see it attracting the players through the universe because that was why i looked at it but the rules compared to other systems of the time were a little simple for my tastes.
LOL, I loved CT for its simplicity. This is why there will never be a One True Right and Only, Universally Agreed-Upon Holy Grail version of any RPG. Gamers have varying tastes in gaming mechanics.
If I had a wishlist that could be fulfilled, one of the things I think T5 could ultimately benefit from would be something like some of the companion rules-compendia (e.g. Unearthed Arcana, I believe) that were developed for D&D 3rd / D20 [MgT also had sidebars/text-boxes that did this in some of its margins as well]. A book containing OFFICIAL OPTIONAL RULES that have been vetted by the game designers and/or play-testers, with notes that explain what effect (both pro and con) that any given optional rule will have on the game mechanic. Perhaps it could be a simple PDF document available on the FFE website.
Please do keep discussing what could be done to make it the best rules set and system for our favourite game. I'm really enjoying the responses and am surprised at some of the points that have been raised. The main issue to me is that it's the current Traveller and the road for the future so it is a concern that a lot of fellow Travellers seem to feel it's not going to usher in a new wave of fans. This is very sad news as Traveller is, (let's face it) THE most vastly detailed SciFi RPG universe ever created. (Fair statement?).
For the record i really disliked CT it was for my style of gaming too watered down and simple that's why when MT came out i went with that. I look back at CT and think how anyone could have been drawn in by the rules, i can see it attracting the players through the universe because that was why i looked at it but the rules compared to other systems of the time were a little simple for my tastes.
Just picking a nit, but since MegaTraveller didn't arrive until 1987, Classic Traveller was 'Traveller' in the late 70's and most of the 80's.What other Sci-Fi RPG's in the late 70's were better?
Just picking a nit, but since MegaTraveller didn't arrive until 1987, Classic Traveller was 'Traveller' in the late 70's and most of the 80's.
... there was some competition by the 1980's.
I played 'Gamma World', 'Star Frontiers' and 'Space Opera' alongside 'Traveller' back in the day. Space Opera seemed crunchier than Traveller (but I preferred Traveller).
Gamma World could be what ever you designed your own campaign to be.
That can be said of ANY RPG. I could make starship design rules for D&D. That wasn't my point.
Gamma World could be what ever you designed your own campaign to be. In my campaign, technology fell and the door for magic opened. So you had a cross between the two and loads of fun! Being both a AD&D and Traveller player/DM-GM then Gamma World was the best for both worlds.