Today at the monthly RPG meetup in the Netherlands I ran a T5 game.
Using a simple plot seed (noble heir gone missing on a border planet in the Spinward Marches) with pregenerated player characters, I sent out my players to follow up leads and find themselves embroiled in a an intricate duel in the dark between Imperial and Zhodani intelligence services, with a double-cross thrown in for good measure.
I was pleasantly surprised at how smoothly T5 actually runs in play. For all the unclear bits and sloppy organisation in the rules, the core mechanics appear rock solid, and the players (who were by necessity completely new to the system) picked it up within minutes.
I was also impressed at how well the tools work to make things up on the fly, once you are used to the organisation of the Big Black Book.
The nicest thing was the Personals. I am a bit of a sandbox player, and I tend to run my adventures on a minimal skeleton, playing off the feedback I get from my players. Since a lot of the adventure was sleuthing after clues and doing lots of interaction, I got to give the Personals system a good workout, and it works like a charm. Do 3 cross-references on a table, and you have a ready-made Target Number to resolve an interaction with a dice roll. The Strategy, Tactics and other modifiers are immediately evident from the roleplaying.
T5 may not be perfect, but it works, and it works very well indeed.
Using a simple plot seed (noble heir gone missing on a border planet in the Spinward Marches) with pregenerated player characters, I sent out my players to follow up leads and find themselves embroiled in a an intricate duel in the dark between Imperial and Zhodani intelligence services, with a double-cross thrown in for good measure.
I was pleasantly surprised at how smoothly T5 actually runs in play. For all the unclear bits and sloppy organisation in the rules, the core mechanics appear rock solid, and the players (who were by necessity completely new to the system) picked it up within minutes.
I was also impressed at how well the tools work to make things up on the fly, once you are used to the organisation of the Big Black Book.
The nicest thing was the Personals. I am a bit of a sandbox player, and I tend to run my adventures on a minimal skeleton, playing off the feedback I get from my players. Since a lot of the adventure was sleuthing after clues and doing lots of interaction, I got to give the Personals system a good workout, and it works like a charm. Do 3 cross-references on a table, and you have a ready-made Target Number to resolve an interaction with a dice roll. The Strategy, Tactics and other modifiers are immediately evident from the roleplaying.
T5 may not be perfect, but it works, and it works very well indeed.