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So i just started looking over traveller5 and holy hell this book is a mess. The Organization is all over the place and it just sort of throws all these different charts and graphs at you all the time, without coherently explaining the rules. Ive had more luck following electronics textbooks than this.
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Whats more they have a 'maker system' to allow you to make any ship or item or weapon or armor you want. Sock design program free. But no examples or defaults so you have to actually design every single item in the whole game from scratch. Am i missing something here? Because i don't see how they expected anyone to actually learn this game. It goes like this: • Traveller (now called classic Traveller or CT) • Megatraveller (MT) • Traveller the New Era (TNE) • Marc Miller’s Traveller (now called T4) • GURPS Traveller (GT) • Traveller d20 (T20) • Mongoose Traveller (MgT) • Traveller5 (T5) And one or two others.
(There was a HERO version.) Both T20 and T5 sometimes have the number written as a superscript. It is more of a tree than a direct lineage. GT & T20 were different systems. MgT is arguably a branch off CT. So, T5’s direct ancestor is T4. Yeah, I remember noticing a copy in my favorite local hobby shop, then returning when I had funds so I could make this coveted purchase.
Fortunately I spent some time browsing the contents first. I was hoping to a top quality incarnation of a beloved old sci-fi game, but what I saw was a somewhat incoherent body of procedures for making up original sci-fi games.
Personally, if I had to run Traveler nowadays, I would go from my battered old taped-up Megatraveler books. I really dig chargen in that system. However, I also have a couple boxes of the soft (and mostly small) originals.. True nostalgia on those pages. It's a sort of a mentality of 80s game design practices where everything had to be 'simulated' and the 'interesting story' came out of the rules just being played out as-is, with as little GM fiat as possible (because the 'art' of GMing was still a largely undocumented concept). Like, if you were making a game set in Medieval England, you couldn't just rule that a player would be a knight or would start with the statistical endowments necessary to be a hero: you had to roll a 1d100 to determine your lot in life and 70% of the time you'd end up being a peasant because in the mind of the designer 70% of the people in Medieval England actually were peasants, so that's just the way the cookie crumbles. The most relatable analogy I can think of to this approach to game design is XCOM: the soldiers don't have any backstory to them, but they eventually end up becoming very interesting characters out of the sheer procedural content and the story you made up in your mind of how badass they are despite starting off as a blank slate.