I should clarify. I have seen it, I have scanned it, I have not read it.
On first approach I found it "too big" and quite inaccessible. All of the symbols and such, the vast scope of it all. Maybe if I had, indeed, read it in detail, perhaps more than once, its charms would come through. But on first impression and casual, secondary glances, they have not.
Oh man I get that. My first time flipping through it was like "why is 'distance' defined?". "Why are the notes in the Western musical scale required". So it felt completely overwhelming.
One day later I noticed the T5 World Stats were used in Travellermap. So I went and read that section. I really liked the world building section and included it in my program and MTU including the stats I give my players.
Then one day I came across QREBS and thought that added a simple wrinkle to the ship they had.
So little after little I started to appreciate parts. But I found myself still telling people the game was "unplayable".
You ask why I changed my mind and find it elegant. To keep it as short as possible the reason I changed my mind comes from this quote:
Broadly, there are three types of players:
- Casual Players (snip)
- Detailed Role-Players (snip)
- Systems Engineers (snip)
While T5 has something for all three types, it is the third type where it finally clicked.
All of those details are for those Engineers that want to dive into that one topic.
If you want to invent a new type of sophont, a new piece of equipment, a new weapon, decide on the genetics of the offspring of two NPCs,
the rules are there. They are not necessary, of course, but if you enjoy spending your time between sessions building things for your universe the system is all there. Everything can be built up from the ground if you want to engineer something from scratch.
That complexity does not have to bleed into any of your adventures. At its heart, T5 has a unified mechanic that incorporates skills, stats, and difficulty. And I realize I could have easily run my current campaign using that mechanic and a little of the chrome and it would have run fine.
Is the language clear? No. As a computer programmer it reads like code. Defining terms like Flux up front and then using it throughout the book is efficient but not clear to a reader looking up a rule. That code-like approach to the rules does make it a more difficult read.
But the game can be as simple as you want it to be, and everything seems to integrate so well.
So that is why I have a new appreciation for it. And why I won't call it unplayable anymore. I am not going to use the roll-low mechanic for my group, but a lot more of that book is going into my campaign over the next few months.