When I got my T5 disk I skimmed through it, reading what I thought were key passages here and there. And it seemed reasonable enough. But then I got to the "thing maker" and the "Personal's" section of the rules.
I'm really at a loss as to why codifying NPC reactions to such minutiae is necessary for an RPG. I'm really baffled here, and I have to admit, angry too.
When I or anyone one of the various play groups I was part of ran adventures, part of the fun was the GM, DM, Referee getting into character and adding flavor and texture to the experience.
I remember the reaction table in the old CT rules (I think there was an actual chart in Starter Traveller), but if I recall correctly, that was more of a basic guideline as per the rules. You didn't role for every interaction, every sentence, every nuance a PC gave to an NPC while in the game.
And yet when I came to the personals, I was really disheartened by what I saw and read. Tactics, Strategy, types of interaction, person you're interacting with, and then a whole task to resolve that interaction?
Someone correct me if I'm wrong, but a skill in CT, and yes, I know this is not CT we are discussing here, but the skill was essentially a quantum value of how good your character was at something, and could act as a DM or general guide to what your character could do with that skill in the game. But looking at the Personal's section, it appears to be strictly a DM.
All the other aspects of the game that people have cited seem to need a great deal of work, and I won't go off on another T5 tirade like others have, but this portion of the game, to me, feels unnecessary, and overly complicates one of the basic and fundamental aspects of Referee-Player interaction; i.e. "Let's act out our characters."
I guess the best way for me to characterize this is that it feels like "stage directions" given to both Ref and Players, and what's worse is that they're generated by a die roll instead of either Ref or Player just using their innate savvy to speak and act for their game piece.
Die rolls are needed for the following;
Combat resolution? totally understand
Engineering task? I get that
Repair an item? without question
Do some task like climb something, jump, throw a ball, pick a lock? I get that too.
But for interpersonal interaction? I get the reaction roll from CT. But T5 seems have gone off the deep end here, in my opinion.
Can someone please explain and justify the expanded game mechanic for interpersonal encounters?
I really don't get it.
I'm really at a loss as to why codifying NPC reactions to such minutiae is necessary for an RPG. I'm really baffled here, and I have to admit, angry too.
When I or anyone one of the various play groups I was part of ran adventures, part of the fun was the GM, DM, Referee getting into character and adding flavor and texture to the experience.
I remember the reaction table in the old CT rules (I think there was an actual chart in Starter Traveller), but if I recall correctly, that was more of a basic guideline as per the rules. You didn't role for every interaction, every sentence, every nuance a PC gave to an NPC while in the game.
And yet when I came to the personals, I was really disheartened by what I saw and read. Tactics, Strategy, types of interaction, person you're interacting with, and then a whole task to resolve that interaction?
Someone correct me if I'm wrong, but a skill in CT, and yes, I know this is not CT we are discussing here, but the skill was essentially a quantum value of how good your character was at something, and could act as a DM or general guide to what your character could do with that skill in the game. But looking at the Personal's section, it appears to be strictly a DM.
All the other aspects of the game that people have cited seem to need a great deal of work, and I won't go off on another T5 tirade like others have, but this portion of the game, to me, feels unnecessary, and overly complicates one of the basic and fundamental aspects of Referee-Player interaction; i.e. "Let's act out our characters."
I guess the best way for me to characterize this is that it feels like "stage directions" given to both Ref and Players, and what's worse is that they're generated by a die roll instead of either Ref or Player just using their innate savvy to speak and act for their game piece.
Die rolls are needed for the following;
Combat resolution? totally understand
Engineering task? I get that
Repair an item? without question
Do some task like climb something, jump, throw a ball, pick a lock? I get that too.
But for interpersonal interaction? I get the reaction roll from CT. But T5 seems have gone off the deep end here, in my opinion.
Can someone please explain and justify the expanded game mechanic for interpersonal encounters?
I really don't get it.