There is a lot (A LOT) of negativity being generated in various reviews. I would like an honest opinion by someone that has fully digested the rules and tried to run a session. It may be too early for this, but then it would be too early for an objective review, wouldn't it? One issue that I see with Traveller5 is that it cannot possibly ever meet expectations, no matter how good it is. There has been way too much hype surrounding the project (at the time the most backed table top RPG on Kickstarter, over 5 years in development, a strong community involvement and commitment, written by Marc Miller and not done by someone else with minimal oversight, etc).
I personally don't care how it compares to other versions of Traveller *gasp* as I've never played them. I'm building a campaign from the ground up and need a wide technology base to pull equipment from to simulate several more advanced nations in a solar system along with third-world countries that still have space travel, but are more along the lines of using space shuttles. From what I've read most versions of Traveller tend to show technology in nice break points, but then lump any technology that's even slightly more advanced than the current Imperium level as one technology level higher with items that should really be broken into discreet levels.
With that in mind, will Traveller5 allow me to create big military ships, small insertion craft, fighters, tanks, etc? Is there a streamlined space combat system, how about a ground combat system? Are real space travel times delineated (I'm not interested in jump drives at this point)? Can sophonts be created, especially Aslan as they feature prominently in the back story of the system? How are psionics handled?
I'm perfectly happy with tweaking things here and there to make it work and have already invested a lot of time creating a timeline, solar system, back story for each world and really spent some time crafting a setting that should allow the characters to become major movers and shakers with the right decisions (the group will be part of a special forces unit for one of the major countries - think a cross between a SEAL team and Delta Force with a heavy insertion emphasis from space with a little undercover intelligence gathering for good measure). After I had started on all this, I searched the mighty Google for a game system that would support my campaign and found that Traveller was a well reviewed space fairing, science fiction RPG. I couldn't find an extant version that suited my needs, so I went with Traveller5 and have been crafting my ideas and waiting for some hard rules. With a tech level ruler in hand, it appears my setting will predominately use TL 10 with some smattering of TL11 and a lot of throw backs to TL 9. I may introduce much higher tech levels in the future, perhaps a future campaign that builds off the accomplishments of centuries (millennium?) earlier. While I could have gone with GURPS Traveller, but I had a bad experience with a previous version of GURPS and I dislike how complex it is to build lots of equipment, characters, etc. Also, it seemed to have limited advice on how to build items that fit into various tech levels (especially the high ones), but I may have flipped through the wrong books.
So, from someone that has some experience with Traveller5, will this system work for my campaign?
I personally don't care how it compares to other versions of Traveller *gasp* as I've never played them. I'm building a campaign from the ground up and need a wide technology base to pull equipment from to simulate several more advanced nations in a solar system along with third-world countries that still have space travel, but are more along the lines of using space shuttles. From what I've read most versions of Traveller tend to show technology in nice break points, but then lump any technology that's even slightly more advanced than the current Imperium level as one technology level higher with items that should really be broken into discreet levels.
With that in mind, will Traveller5 allow me to create big military ships, small insertion craft, fighters, tanks, etc? Is there a streamlined space combat system, how about a ground combat system? Are real space travel times delineated (I'm not interested in jump drives at this point)? Can sophonts be created, especially Aslan as they feature prominently in the back story of the system? How are psionics handled?
I'm perfectly happy with tweaking things here and there to make it work and have already invested a lot of time creating a timeline, solar system, back story for each world and really spent some time crafting a setting that should allow the characters to become major movers and shakers with the right decisions (the group will be part of a special forces unit for one of the major countries - think a cross between a SEAL team and Delta Force with a heavy insertion emphasis from space with a little undercover intelligence gathering for good measure). After I had started on all this, I searched the mighty Google for a game system that would support my campaign and found that Traveller was a well reviewed space fairing, science fiction RPG. I couldn't find an extant version that suited my needs, so I went with Traveller5 and have been crafting my ideas and waiting for some hard rules. With a tech level ruler in hand, it appears my setting will predominately use TL 10 with some smattering of TL11 and a lot of throw backs to TL 9. I may introduce much higher tech levels in the future, perhaps a future campaign that builds off the accomplishments of centuries (millennium?) earlier. While I could have gone with GURPS Traveller, but I had a bad experience with a previous version of GURPS and I dislike how complex it is to build lots of equipment, characters, etc. Also, it seemed to have limited advice on how to build items that fit into various tech levels (especially the high ones), but I may have flipped through the wrong books.
So, from someone that has some experience with Traveller5, will this system work for my campaign?