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T5 Lite?

Blue Ghost

SOC-14 5K
Knight
I was wondering if there was a freebee handout that gave some basic rules for people who are interested in sci-fi gaming.

I'm wondering if something like that might help draw in new players to the system.
 
I was wondering if there was a freebee handout that gave some basic rules for people who are interested in sci-fi gaming.

I'm wondering if something like that might help draw in new players to the system.

Nope. Maybe a Players Edition sometime. But, it won't be free.
 
I'd love to see something like that, but because there is so much information in the core book, how do you extract just the basics for a free handout?

My guess is that even as a basic introduction to the system, the book would be big enough to have a retail value.

A 'player's book' was mentioned during the Kickstarter and I suspect that the rules-lite book will ultimately be in the form of the player's book.

As I said, I would love to see a free PDF file covering the basics but I also (personally) feel that such a handout would certainly not do Traveller5 any justice.

Maybe I'm wrong.

Shadowrun 4th Edition had a quick start PDF as a free download with a page count of 24. I found it worked well considering the content of the core book.

On the other hand, Pathfinder didn't have a quickstart guide* as far as I know. Instead Paizo produced the beginner's box.

Wizards didn't produce a quick start guide* for 4e (again as far as I know) instead opting for a 'reboot' of the red box.

With something as rich as T5 I would love to see either a 'Basic Rules' book, or a 'Starter Traveller5' in the same vein as the original Starter Traveller in a box with a 'Charts and Tables' booklet, a 'Starter Rules' booklet and a couple of short adventures.


*Correct me if I'm wrong on those points.
 
I'd love to see something like that, but because there is so much information in the core book, how do you extract just the basics for a free handout?

My guess is that even as a basic introduction to the system, the book would be big enough to have a retail value.

A 'player's book' was mentioned during the Kickstarter and I suspect that the rules-lite book will ultimately be in the form of the player's book.

As I said, I would love to see a free PDF file covering the basics but I also (personally) feel that such a handout would certainly not do Traveller5 any justice.

Maybe I'm wrong.

Shadowrun 4th Edition had a quick start PDF as a free download with a page count of 24. I found it worked well considering the content of the core book.

On the other hand, Pathfinder didn't have a quickstart guide* as far as I know. Instead Paizo produced the beginner's box.

Wizards didn't produce a quick start guide* for 4e (again as far as I know) instead opting for a 'reboot' of the red box.

With something as rich as T5 I would love to see either a 'Basic Rules' book, or a 'Starter Traveller5' in the same vein as the original Starter Traveller in a box with a 'Charts and Tables' booklet, a 'Starter Rules' booklet and a couple of short adventures.


*Correct me if I'm wrong on those points.

Yeah, we're thinking along the same lines here. I think basic combat, and a quick and dirty version of starship combat rules with something like 1000 Cr. / day to own and operate a starship would be great for the casual sci-fi gamer who, were it not for the size and maybe even the presentation of the rules in all forms, would be interested.

Simplified combat
Simplified Starship rules (combat/economics)
And anything else is gravy.
 
For my money, the basics that you need to know about any game are threefold:

1. How do you create characters?
2. How do you resolve combat?
3. How are non-combat tasks handled?

2 and 3 are often intertwined; some systems integrate combat and task resolution into a unified system, others don't.

For Traveller specifically, I think you'd want to toss in basic world generation, starship construction, and trade/commerce rules. Combined with chargen and task/combat resolution, that gives you everything you need to roll up your sleeves and start playing. You can add as many bells and whistles as you like later.
 
Well, the one common thing about all games is that it allows us normal people to live out our military fantasies while in outer space. A lot of the higher minded hard core sci-fi types will dismiss that because science fiction is supposed to be about high minded ideals, social problems. Well, YTUMV, but the weapons are there for a reason, and adventure, to me at least, connotates feats of arms and feats of daring.

Throw in the basic routine and difficult die rolls, then some starship economics,p and I think that's your T5 Lite.
 
Under FFE copyright you can create and give away a quick guide to T5. You couldn't sale it though. One page wouldn't be enough so I would break it down into little black books or into a binder organization opps my votes for format for T5 that was out voted on.

  • First thing would just be character creation, and task system, combat and equipment list.
  • Second would be the makers except for world and sophant makers
  • Third would have Imperium background and the world/sophant makers.

Again I would also advocate for a website with programs for all the makers which would remove the need for thing 2 and most of thing 3 so you could get a single pdf thing of good easy to access info.
 
First off: "T5 Lite" exists already, and is called "Mongoose Traveller" ;)


[...] Under FFE copyright you can create and give away a quick guide to T5. You couldn't sale it though. One page wouldn't be enough [...]

Challenge accepted. An earlier poster considered these the most important bits:

1. How do you create characters?
2. How do you resolve combat?
3. How are non-combat tasks handled?

For T5, this is relatively easily answered, and in far less than 1 page:


1. Use Mongoose Traveller, and multiply the final skill levels by 2. Or use my nifty mapping scheme, mentioned in a different thread. [Or use Classic Traveller Book 1, and multiply the final skill levels by 3 or 4.]

2. Combat is a task, where difficulty = range, in dice. You can number the CT range band distances, 1 thru 9, as difficulty 1D thru 9D, in a pinch. If the target size (sophont=size 5) or weapon range < range, it's out of range. Use CT weapon damages. Armor requires a couple extra sentences...

3. All tasks are multiple dice, roll under the asset, which is Characteristic + Skill, plus or minus whatever mods the referee wants to pile on.



That's Traveller5. Everything else is commentary. Everything.
 
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Well, I've been with Traveller on and off for a very long time. It seems like some other games are really thriving, and it'd be nice to see Traveller continue to evolve with the rest of them.

When Hunter had T20 out there and RPGRealms had their adventures attached to this site that Traveller was really grabbing a lot of attention.

Hard core Traveller, by its very nature, can be somewhat intimidating with formulas describing starship design, travel and operational costs. Any good warsim and RPG needs those, but I think the reason games like D&D and Pathfinder remain dominant is because of the basic simplicity of play.

That's my personal gut feeling on the matter. I probably should have just been smart, drafted up something, and then mailed a proposal to Marc Miller and ask how much for a license for this sort of thing. Oh well

It's out in the open now. Have at it everyone.
 
Hard core Traveller, by its very nature, can be somewhat intimidating with formulas describing starship design, travel and operational costs. Any good warsim and RPG needs those, but I think the reason games like D&D and Pathfinder remain dominant is because of the basic simplicity of play.
What Traveller might benefit from was an introductory campaign designed for novice referees and novice players. John G. Wood, Mark Gellis and I (with some help from our friends) wrote one for GT that was published in JTAS Online. There was talk of turning it into a PDF, but sadly something (I'm not quite sure what) went wrong and the project came to nothing.

I have been thinking about doing something similar for MgT, but I haven't managed to muster the energy to do something effective in that direction.


Hans
 
Shadowrun 4th Edition had a quick start PDF as a free download with a page count of 24. I found it worked well considering the content of the core book.

On the other hand, Pathfinder didn't have a quickstart guide* as far as I know. Instead Paizo produced the beginner's box.

Wizards didn't produce a quick start guide* for 4e (again as far as I know) instead opting for a 'reboot' of the red box.

Pathfinder has virtually its entire core rules system online for free as multiple SRDs, due in part to the OGL. There is more than enough material there to run or play the entire game without buying a single thing (and it certainly hasn't hurt their sales!). Plus they've had a number of Quick Start PDFs and books over the years for Free RPG Day and other events. WoTC has also had (and maintains) a number of free PDF Quick Start releases (rules, adventures, etc) for D&D 4E.

Heck, even Mongoose makes its awesome Book Zero: Introduction to Traveller available for free (and I even picked up a hardcopy on Free RPG Day), in addition to a number of supporting documents, adventures and even campaigns available on their site. Nearly every major game over the past 3 or 4 years has had some kind of free introductory document, I don't even know why this is a question. And these companies certainly didn't rely on their customers to do it for them.

Further, nearly every game (major or minor) at least maintains free downloadable support documents like character sheets and other reference or support documents. Traveller 5 doesn't even do that, not even for those who have purchased the book. The barrier to entry for new (and even existing) Traveller players couldn't be higher than it is for T5.

When you can't even get an official downloadable character sheet, I don't know what makes anyone think FFE would ever bother making a "T5 Lite".
 
Not to mention its Core rules, HG & Book 4 SRD's.

Yeah, I can't believe I forgot to mention the MgT SRD itself! Not only does it give the public most of the rules, but with the OGL it's also why there is such a healthy 3rd party supplement market for MgT.
 
Yeah, I can't believe I forgot to mention the MgT SRD itself! Not only does it give the public most of the rules, but with the OGL it's also why there is such a healthy 3rd party supplement market for MgT.

Most of the rules? Vital things are left out of CharGen.
 
I think Marc could produce the T5 Core Rules in one large volume, exactly because there is a Mongoose Traveller containing lighter rules.

I'm not saying that the T5 Player's Guide won't be a friendlier, stripped-down, errate'ed core. I'm just saying that Mongoose and FFE are in a symbiotic relationship, and T5 is a part of that.
 
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