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T5 Intangible

Traveller 5 uses the term NAFAL (Not As Fast As Light) drives, so maybe the mechanism to make those things can be derived from there.

Not really, or no more than M-Drive. NAFAL is reactionless - or functionally so; it's described as acting off a gravity field.
 
Maybe part of that intangibleness is that there's still some of that original electric potential hovering around it, that feel that there's something substantial here, if only it could be... well, you get the idea.
 
Maybe part of that intangibleness is that there's still some of that original electric potential hovering around it, that feel that there's something substantial here, if only it could be... well, you get the idea.
Not quite sure where this is heading, but the potential is there and it's quickly built upon. If anything it's like 7-10 books wanting you to love them, the only real issue is the lack of index.
 
Not quite sure where this is heading, but the potential is there and it's quickly built upon.

I'll steer back onto topic.

The 'feel' for the T5BBB is the toolkit flavor that LBB1-3 had, minus the lists and walk-thru. "Here's how to build your space game, now go do it". T5BBB does that in spades, employing the scattered rules for Traveller into that toolkit. And there's not a lot of Original Text copied in, either.

Do I have to reiterate the book's problems? We all know what they are. I don't feel like passing that can of worms around in this thread.
 
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Do I have to reiterate the book's problems? We all know what they are. I don't feel like passing that can of worms around in this thread.

No. And there have been discussions of people's T5 campaigns, so that's proof-of-concept enough for me. I hope to join this circle some day.

If we look at a new game to judge its style, we look at its format, its level of introductory stuff, the printing quality, the organization, the rules coherence, the setting it specifies (if any), and any new ideas to see if you can do something new and different in a game. What attracts people to a game? What makes them want to play? Is the answer too varied? Will the game satisfy everyone if it is flexible?
 
In this case, I think what we're trying to identify is something like grognard allure, the siren song of something that resembles the original Traveller materials in some (undefinable?) way. The OSR Effect, maybe.
 
I'll steer back onto topic.

The 'feel' for the T5BBB is the toolkit flavor that LBB1-3 had, minus the lists and walk-thru. "Here's how to build your space game, now go do it". T5BBB does that in spades, employing the scattered rules for Traveller into that toolkit. And there's not a lot of Original Text copied in, either.

Do I have to reiterate the book's problems? We all know what they are. I don't feel like passing that can of worms around in this thread.

I feel T5 says "here is how to build your CT game in a great deal more detail and with a lot more work because you have to build everything yourself".

A lot of SF tropes simply aren't supported out of the T5 book.
 
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