Muad'dib Pendragon
SOC-9
I finally acquired the book and had an opportunity to go through it. I posted my review here: http://www.rpg.net/reviews/archive/15/15885.phtml
Strangely, the negative aspects don't discourage me at all.
In Marc's latest KS update (No. 52) he mentions that has lots of T5 stuff planned.
I love Classic Traveller and own just about everything ever printed for that game?
It's bad because, if T5 is as poor as most are saying it is, it needs more books to fix it. Why do I want to invest in a game like that, especially when I love Classic Traveller and own just about everything ever printed for that game?
Another review that tells us that T5 is an embarrassment--like one of those computer games that spends a decade in development only to hit the market unfinished and below everyone's expectations.
I guess I'll see for myself Monday (or so) when my book arrives. I may be putting mine on eBay soon.
This gets me down. I really wanted T5 to be AWESOME!
I mean, how can so many Traveller fans report that T5 is a poorly written RPG? Marc Miller developed it, for over ten years. Hardcore Traveller fans vetted it.
How can it be this bad?
That's a well written, well balanced review. Thanks for sharing it with us.
Strangely, the negative aspects don't discourage me at all.
In Marc's latest KS update (No. 52) he mentions that has lots of T5 stuff planned.
I think if there are going to be supplements and, most importantly, a player's book, then the core book will make much more sense.
Hemdian has made a video walk-through guide to chargen so I intend to follow that once my book arrives.
I finally acquired the book and had an opportunity to go through it. I posted my review here: http://www.rpg.net/reviews/archive/15/15885.phtml
Anyone who is familiar with Trav in any iteration is familiar with the need to house rule. Heck, I have had to house rule things in absolutely every RPG I have ever played or GM'd. No RPG written by someone else is able to see every situation for every player or GM.
Also, how is it that Don (an overly organized person) and Rob (a reasonably organized person) were unable to convince Marc to offer better organization I cannot say.
It strongly appears from your review that you did not read it in detail cover to cover, but skimmed. Not sure how you can claim otherwise having had the book for so short a period.
While this is certainly historically true of Traveller, I think the latest iterations of the game (at least the core) have actually become more coherent. In addition, while houseruling is a common RPG player trait regardless of system, typically based on wanting to cover a particular aspect a ruleset may not cover clearly or at all, it should not be the de facto requirement, especially for a $75 initial investment. More importantly, it shouldn't be a requirement for those who might be interested in the game but have never played it. If someone is interested in Traveller, but has never played it, T5 (in my opinion) is definitely NOT the place to start.Anyone who is familiar with Trav in any iteration is familiar with the need to house rule. Heck, I have had to house rule things in absolutely every RPG I have ever played or GM'd. No RPG written by someone else is able to see every situation for every player or GM.
Absolutely agree. I think had this book been presented more clearly, with concrete examples of every system and subsystem, and in a slightly different way (ie toolbox vs full-fledged RPG), it would have proven far more useful to a far greater audience.On the other hand, the lack of detailed examples is crippling for the non-grognard Trav person. Also, how is it that Don (an overly organized person) and Rob (a reasonably organized person) were unable to convince Marc to offer better organization I cannot say. The lack of internal divisions for, say, the Essentials, For Experts, For GMs, Example Adventure, etc are somewhat disheartening for those who expressed just those ideas in Beta.
I thought this particularly unfortunate, especially given the amount of time and people involved.Further, many of the grammatical errors that made it into the final printing were pointed out during the last several months of vetting. Not sure how they managed to survive to the printer.
snip...
Neither of these tweaks are substantial changes to the rule system, and I could easily play the same game without the two tweaks.
I haven't played Classic Traveller in quite a while, but the last time I ran a game, I used it RAW. I didn't change a single rule. I even use the Computer Rules for Space Combat (I actually like them!).
With Traveller's creator working on the game for over a decade, along with Traveller's Best, one would think that we would all be raving about this game.
snip...
especially for a $75 initial investment. ...
I take it you haven't recently gotten into a new RPG. The basic players books seem to run ~40 USD for hardbacks now, and you often at least two to make the game playable.
Fair enough. That said, as a core book Mongoose Traveller is far more coherently put together and usable than T5 (in my opinion). In addition, each supplement spells out a particular facet that may or may not be of interest to a given player/group. That's the beauty of supplements, is it not?Mongoose core book (recent purchase-January) $40, but barely playable with it as the equipment is too thin. Can generate characters and adventures(ish) but must have Central Supply Catalog (40 bucks) to make take it to true (non starship, non-vehicular) usability. If you want a decent spread of vehicles, Vehicle book (35 bucks); starships, Mongoose High Guard (35 bucks, 25 for soft cover). And MongTrav has no makers system to build what you want when you want. Vehicles has it and a supplement to get you to vehicle creation and starships have High Guard, but I have yet to find a general device maker for it.
Actually, you could get away with just the main book and the publicly available SRD here: http://www.d20pfsrd.com/.My group wants to do Pathfinder, but each of the really mandatory three books are about 40 each. Fortunately we may be able to get away with one set between us.
I daresay independent publishers are doing a fine job filling the gap (Burning Wheel, Diaspora, Fate et al). You just have to look around a bit for something that interests you.Sadly, the days of relatively inexpensive RPG books is gone...
And yet those are house rules, exactly as I use house rules and exactly how I meant my remark.
Really? You actively used the body armor chart? (pp 46-47 from LBB1)
Every time, you used every rule in the LBB's? If not, you house ruled.
Do not deceive yourself, even if you consider the rule change strictly "for taste" you do not use an RPG as written every time. No one does.
Never happens with any tabletop game ever released. There are always faults in first editions.
With Traveller's creator working on the game for over a decade, along with Traveller's Best, one would think that we would all be raving about this game.
Well a key thing to point out is this, its not a true review, but a capsule review. He never played it.
T5 is absolutely big and unorganized. As to scary... only in relation to its disorganization and presentation. Could an experienced Traveller grognard make something of it? Sure. Could an experienced gamer or someone unfamiliar with Traveller be successful? I highly doubt it.The thing I seem to be getting from all of the reviews is this, the book is big scary and unorganised, but the game plays fine if you give it a chance.
Yes and no. Marc created his Magnum Opus, which is great for him and some of the long time grongards, but not so much for so many others. The book is titled as a core book, but not from the role-player's perspective in my view. If anything, the book is much more a referee's book/toolbox, as I've repeatedly indicated. Why else would there be discussion of publishing a player's book?So what does this tell me, Marc tried to do too much out the gate. This book is actually the a core book with several sourcebooks thrown in. To do it right it needs to pared down to the core features of the classic traveller experience. This makes editing each book easier, while minimise issues of lacking a index. So what does a traveller game need, well the classic traveller LBB 1-3 provide a great example of a corebook.
Mongoose core book (recent purchase-January) $40, but barely playable with it as the equipment is too thin. Can generate characters and adventures(ish) but must have Central Supply Catalog (40 bucks) to make take it to true (non starship, non-vehicular) usability.
My group wants to do Pathfinder, but each of the really mandatory three books are about 40 each. Fortunately we may be able to get away with one set between us.
Sadly, the days of relatively inexpensive RPG books is gone...
snip...
Until T5, that is.
T5, we finally get into Marc's Traveller. This edition is almost all Marc. For better or worse, this is what Marc feels should be there.