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TRAVELLER 5

Water Bob

Adventurer
No thread for Traveller 5 yet?

There's got to be. I did a search, both within the forum and with Google, and didn't find one, though.

Hmm....



Anyway, Traveller 5 is out and available for purchase. Check it out. Clicky, clicky.



I bought it. Yes, I did. Yeah, it's $75 bucks, but that's about $10 bucks more than many new RPGs these days. And, this thing is a tome. I hear it's 600 pages!

I'm stoked and hoping to get it soon.

Classic Traveller remains my favorite version of Traveller, but T5 interests me because this is Marc Miller's first real return to Traveller since the original game. DGP designed MegaTraveller, and Marc left GDW during Traveller: The New Era. Despite it's title, Marc had little to do with the design and creation of Marc Miller's Traveller and even less to do with Traveller 20, GURPS Traveller, BASIC Traveller, or Mongoose Traveller. His role was more supervisory and approval related on those games.

T5 has been in development for, what, a decade? And, many of the hardiest Traveller fans had input on Marc's designs.

I'm not a huge fan of the T4 task system (which T5 uses--a variation of it), either, but it's not quite a deal breaker for me. Though I wish Marc had gone with a more Classic Traveller model on the task system (less structured, more DM-inspired), I do like the T4 system better than I like the one used in TNE, GURPS, BASIC, and T20. At lead the T4 system is d6 based.

We'll see. I plunked down the bucks, and I'm eagerly awaiting the book.
 

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I'm not as picky about my Traveller editions as I am some other games, but the original IS still my fave. Looking forward to hearing your first impressions!
 


I'll probably not pick it up. Lots of folks love the really crunchy games full of charts, tables, and obscure rules, but over the last decade I've moved away from that to systems with more streamlined mechanics. I like to achieve system mastery, and to be able to run a game without ever opening the rule book. I don't think I'll ever be able to do that with the new edition of Traveler.

That said, 600 pages is massive, and not a lot of folks do really crunchy sci-fi very well. How is it broken down? Is there good stuff to possibly steal for other games?
 

I'll probably not pick it up. Lots of folks love the really crunchy games full of charts, tables, and obscure rules, but over the last decade I've moved away from that to systems with more streamlined mechanics. I like to achieve system mastery, and to be able to run a game without ever opening the rule book. I don't think I'll ever be able to do that with the new edition of Traveler.

For me it's a little different. It's not that I prefer or dislike big crunch, but these days I'm just never going to put the effort in to learn the intracies of a new system unless it's pretty simple. I've done fairly crunchy system mastery over the years with interations of AD&D and D&D, along with others, but I can't see myself doing it again.

I recognise that I'm missing out, though - because I used to really enjoy mastering a crunchy game. Ironically, if I went back to any of those games I got into, I doubt I could remember the first thing about them.
 


I'll buy the PDF for the same reason. I don't need a new Traveler, but more than happy to rifle through it for ideas.
 

ha!

Once I have it the urge, no, the compulsion, to run it will be strong. I suffer a penalty to will under such circumstances.
 


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