We'd like to give you a different perspective... but first a word from our sponsor...
Let me preface things with a little background regarding my convoluted history with Traveller. My first exposure to Traveller was around 1983 (to the best of my memory) by a High School friend who couldn't stop praising it. At the time however I was more involved in AD&D and Star Frontiers and never took a serious interest in Traveller, something I kind of regret at this point. Traveller left my "radar" until around 2003 when I started looking for something to fill in the gaps in Fading Suns (a game I was initially enthusiastic about but then became increasingly disenchanted with, a case of great story line, lousy mechanics and no depth). At first this was just individual books like Hard Time and Pocket Empires, which I bought to mine for ideas. As time passed I found myself increasingly acquiring more books for Traveller, but in a haphazard way and still mainly as a "resource" to mine for ideas (starship construction, surprisingly the Traveller rules work better for designing FS ships than the FS rules... I've always wondered about that). To wrap this up, in the last two years I've taken more of a serious interest in Traveller and really begun collecting (at present I have most of the stuff for CT, MT, TNE and T4 in pdf form, and now I'm eyeballing the few items I'm missing and some of the MgT stuff). But as yet I've not attempted a serious Traveller campaign mostly due to time constraints (job, home life, crazy economy, etc.) and still clingin to Fading Suns which... finally... I think I'm finished with, the love is gone, its over... maybe we can still be friends (that's a lie of course, I'm not gonna call). That said, I'm actually at a point where I'd like to run or play in a serious Traveller game. Which brings me round to the persepective (finally you're thinking, this guy babbles way too much...).
Essentially, I'm still a new player. I've read through this entire thread and at times it was a little difficult to keep up. I wonder if some of you realize just how much information, trivia, etc. you have accumulated over the years and how overwhelming that seems to someone new. In trying to "catch up" I've been going through my CT folder and re-reading everything... after which I plan to go through my MT folder and do the same, then the TNE folder and finally the T4 folder (I've read most of it before, but this time I'm being more methodical to try an keep it all straight). I wonder, however, what I'll miss because of those things I still don't have... JTAS articles and Challenger magazines for example. For someone new trying to "get up to speed" in the OTU, its daunting, at times confusing, and at times frustrating. I find myself confusing rules references... was that rule about power plants from CT or MT... no wait... it was T4... I think... ugh. I'm a reasonably smart guy, pretty good memory, but the sheer volume of material feels a bit like trying to catch rain drops... you may get some of it, but there so much more you miss. These four file folders are bad enough and then there is MgT which I haven't bought anything for yet.... I think I hate them for publishing MORE stuff and I don't even know them!!! LOL
The point, burried in all the above in my own special rambling way boils down to this. T5 will be argued over by the veteran players and fanboys, some who will love it, some who will hate it, some who will love parts of it and hate others. But you guys can always fall back on your favorite MTU (at least I'm figuring out some of these abbreviations... progress! :rofl: ) and house rules or combination of rules from different versions. Not so for those of us who are new. You guys have an encyclopedic knowledge (probably more than many of you realize) of OTU and can use that to fill in blanks, explain things, etc... not so for new players. For those of us new, we don't yet know enough to know what our favorite rules or milieu is... we don't even know enough to know where to start figuring that out. I'd be willing to bet that I'm an exception, I doubt most players would go out, buy up as much of four entire rule sets / milieus as they can get their hands on and then begin systematically reading them. I'm just uber-geeky that way. Most wouldn't, most would get frustrated and find a game that was more accessible.
For me, as a new player, OTU isn't accessible in the same way as say... Fading Suns is (which despite mechanics that just FAIL, no functional economy and other problems, the setting is just plain captivating). Too much of the information is spread across too many sources (which prevents OTU from being captivating in the same way to new players). My opinion, my persepective, is that T5 needs to accomplish two things... first, a solid well written but easy to use set of core rules... the definitive set (one set of rules to rule them all, and in the jumplanes bind them...). Second, it needs to present the OTU in a consolidated, accessible form that draws people in and makes them WANT to explore it. I believe, in my opinion, that if it doesn't do those two things T5 will end up just another edition among many instead of becoming the definitive edition it could and should be.
I also worry that the rules will try to be too comprehensive and end up too much like "the game that shall not be named" (otherwise known as F.A.T.A.L. which turned out to be rahter ironically named). That is... too many tables, too much detail. My experience is that many players (and this seems to be part of the love affair some have with CT) is short and simple CharGen, starship construction rules, and fast combat rules. The compromise is to make the core rules something that can create a character in 5 min, build a starship on a scratch pad in about the same and keeps a round of combat down to again, around 5 min or less. But then there's the optional rules that allow detailled chargen and pregame development for layers upon layers of rich character background. Optional starship rules that would make any gearhead salivate allowing almost any sort of starship, from a dreadnaught to a fleet carrier to a small trader to a long range exploration ship to a heavily automated asteroid mining and processing ship. Optional combat rules for mass combat, detailed hit locations, called shots, martial arts and whatever else players might want.
And the setting. I'd vote for a series of Milieu books as well as a "build your own Traveller Universe" book for those who want to tackle that but don't know where to start. The Milieu books should be captivating, written so that they present a setting that sparks the imagination and draws you in. Many newer gamers today are used to having canned settings handed to them, and don't necessarily know where to begin creating their own. Write a book that shows them how, takes them through it step by step and breaks it down into manageable chunks and you might have a source book that gets bought my more than just Traveller fans.
At least that's my perspective on it.
Now if you'll excuse me... I've got a lot of CT stuff left to read while scribbling notes for my own ATU (cause after all this, I've come to conclude if I want to put a game together sometime this year it'd be easier to write my own setting than wait til I feel I'm up to speed on all things OTU). But thought maybe the different perspective might be constructive.