T5 has inadvertently helped me craft my house rules for more enjoyable gameplay*.
I realized that my group has more fun with Space Opera than Hard SF. While we don't like Space Fantasy, we also don't like real-world physics. T5 inspired me to craft rules to bypass some of the realities of hard SF. The mention of 'family traits', genetic-style attributes, and "special skills" in the playtest files helped me realize that there are ways around physics that wouldn't otherwise be possible.
For example, a good, solid hit from a gunshot probably will knock out and kill. While I don't want to change the laws of physics, I also want players to survive combat. Thus I can create a "nervous system attenuation" talent that's present in many families who've lived in a tech culture for millenia, that allows them to instinctively move when someone makes to pull a trigger or push a button. This gives them a +DM to avoid getting hit square.
*I've been thinking about what makes Traveller fun, and the things that keep coming back in posts on COTI is (1) the simplicity of Classic Traveller's rules, (2) the ease by which referees can graft in house rules or replace entire sections of CT due to its orthogonality or modularity, and (3) the focus on the referee to tune gameplay to be enjoyable to the group.
I realized that my group has more fun with Space Opera than Hard SF. While we don't like Space Fantasy, we also don't like real-world physics. T5 inspired me to craft rules to bypass some of the realities of hard SF. The mention of 'family traits', genetic-style attributes, and "special skills" in the playtest files helped me realize that there are ways around physics that wouldn't otherwise be possible.
For example, a good, solid hit from a gunshot probably will knock out and kill. While I don't want to change the laws of physics, I also want players to survive combat. Thus I can create a "nervous system attenuation" talent that's present in many families who've lived in a tech culture for millenia, that allows them to instinctively move when someone makes to pull a trigger or push a button. This gives them a +DM to avoid getting hit square.
*I've been thinking about what makes Traveller fun, and the things that keep coming back in posts on COTI is (1) the simplicity of Classic Traveller's rules, (2) the ease by which referees can graft in house rules or replace entire sections of CT due to its orthogonality or modularity, and (3) the focus on the referee to tune gameplay to be enjoyable to the group.