Traveller 5, likes and dislikes
So far, here are my likes and dislikes of Traveller 5 for the benefit of developers etc as a kind of fellow Traveller feedback.
[WARNING: Spoilers, if you havn't checked out your own copy of T5 yet and want to enjoy the surprises in store, then stop reading now].
First let's get the dislikes out of the road.
Dislikes: Exactly 4 things.
1. I HATE the word Sophonts, which is a word that was made up by Poul Anderson's wife Karen, in 1966 (Seriously). I never have and still don't have a problem with the word 'Aliens'. (It was good enough for classic Traveller till TNE and beyond and it's still good now as far as I'm concerned). If I have one petty hate it's that word and I was tempted to go through and cross out every mention of the word and just put 'Aliens'.
2. The character sheet example was lack luster and dull at best.(Never the less a great opportunity for a character sheet pack to emerge). On this however, if that's the worst feature of an RPG rule book, then it's seriously a great rule book as this is just personal taste.
3. I've said you can do without an index but as many fellow gamers believe there should be an index, there should be for a book this size. (this can be rectified by a simple print out effort that gamers could stick in the back of there book).
4. The Vargr are given the distinction in this edition of being 'Wolves (Canis Lupus)" (Correct me if I am mistaken here). To me, the Vargr have always been K9 in origin. Perhaps there could be many strains and races of Vargr, I think this can finally be explored in the T5 Vargr book when it comes out.(Please do bring out an updated races book or set of races books FFE) To me, throughout my exposure to Traveller, the Vargr have always been portrayed as Dog men in the great artworks that have come out over time. With T5, it seems to want to foster the Mongoose look, which was essentially a bunch of intelligent werewolves. I believe this is flawed and that Vargr would be attracted to humans and become even best friends like K9 dogs become. Even the artwork of the D20 Traveller system showed this. Personally I liked it and I don't like the werewolf idea as that's just not the Vargr to me. (It also opens up a can of worms for the White Wolf crowd).
Right so there it is up front and my own personal take on the things I disliked. Now for the main things I absolutely love about this edition and why I plan to make it THE rule system to game all Traveller games I referee.
Overall, I am really liking this edition of Traveller, fellow Travellers.
Firstly the inclusion of all these new career paths is BRILLIANT. For many editions, most Solomani and Vilani where limited to military start out careers. With T5, there's a plethora of new career paths which can essentially cover most bases you could think of.(Also it's very handy for the upcoming circus campaign by Greg Lee), you get citizens, entertainers etc. Not everyone wants a military life(in fact most people I know, wouldn't want a military career), it's not everyone's cup of tea and the T5 rules really do accommodate differences in people for your characters.
The next amazing inclusion was for hybrid species (hmmm half Droyne, half Vargr, now that could be one strange character to play, but very VERY interesting

).
The clone rules are a terrific boost to the overall game.
The thorough dice rules and the new inclusion of 'Flux' is excellent. I'm feeling confident that I'll be able to run my next adventure with these rules and stick to them to avoid 'what about using the alternate rule from such and such, so we can get away with task x etc'.
The starships information was nice and I loved the beautiful colour section with the Starship recognition guide(great to see a Droyne spacecraft).
That 'Thing Maker' that Marc mentioned on the Kickstarter campaign, is fabulous. Also for the weapon nuts, there's a nice gun maker set of rules.
There is so much goodness in this volume I would be very surprised if even the most die hard Traveller fan could do without it. Seriously, it's like years of Traveller research, feedback and play testing have been lovingly poured in generous amounts all over this book.
The detail and inclusion of even rules often left for other rules books(eg robots for example) are all included here. It seriously has aimed and for the most part succeeded in capturing most of the rules into a single volume.
With that in mind and considering the sheer pain staking attention to detail, it's no wonder that all involved where keen to get this into a printed form and into the hands of Traveller players around the world. It' mind blowingly good and in my mind is THE definite new rules set that Traveller players have wanted for a very long time.
There's something in here for absolutely everyone. Seriously, I'm convinced that when most Traveller players get there hands on this rule book, there going to love it and throw out most of the other spin off rule books such as Mongoose and Gurps, because actual REAL Traveller is back and it's T5. You get the best bits of most systems all roled into one amazing new rule book of goodness.
So there's my initial outlay and thoughts on T5 and going by the terrific Number 1. imprinted on the spine inside the Imperium logo, I'm really looking forward to further books that may very well be in the pipeline for the greatest edition of Traveller ever published.
Here's to more T5 material to come and many thanks to all involved for this terrific and much needed new rule book for the greatest Science Fiction RPG of them all.
Spaceresearcher