I like Traveller. Well, some of the rules. Not so much the rules, actually, but the Third Imperium setting. Well, the TIS has its problems... a lot of them. So there are things about it I don't like. But tinkering with it, especially the history of the Spinward Marches, has been a hobby for decades, so I have a lot invested in it. Which, come to think of it, makes me dislike gratuitous changes to it. I don't like those. But changes that fix flaws in the setting I like. Which makes me dislike it when flaws go uncorrected for decades... :rant:No worries. On the other hand, it's always permissable to state that you like Traveller.
I like Traveller. Well, some of the rules. Not so much the rules, actually, but the Third Imperium setting. Well, the TIS has its problems... a lot of them. So there are things about it I don't like. But tinkering with it, especially the history of the Spinward Marches, has been a hobby for decades, so I have a lot invested in it. Which, come to think of it, makes me dislike gratuitous changes to it. I don't like those. But changes that fix flaws in the setting I like. Which makes me dislike it when flaws go uncorrected for decades... :rant:
So maybe I don't really like Traveller, I'm just co-dependent on it. :devil:
Hans
I wouldnt spend any of my money on any version of Traveller 5. I see it as a dead duck, completely pointless and just a money making scheme based on faith and nostalgia. We need Mongoose Traveller to continue to release better quality products that is all. There is absolutely no need for another version of Traveller and there never has been any need for one.
*shrug*
I need to voice one minor "ugh" about T5 that seemed to put it on the manufacturer's recall, and that was the interpersonal section, codifying the reactions of NPCs based on the PC's non-combat communicative skills.
When I read that section I had a real "huh?" moment. Like I mentioned in the thread I started dealing with this topic, to me this kind of ripped at the fabric of RPing, and took the RPing out of RPing by reducing PC-NPC interaction to a die roll.
That was kind of there from the beginning, but it was not so thoroughly outlined nor as thoroughly codified, and, more amazing to me, I seemed to be the only one who brought it up.
I don't want to bring that up as a divergent topic from the thread, but I use it as an example of what appeared to be a bit of quirkiness or uneasiness with T5, and if there was an update. whether Joes like me could ask about bugaboos like the Interpersonal's section, or the personal combat section or char-gen section.
I think that's what some of us are wondering about. But, I imagine the answer is that it'll come when it comes.
I need to voice one minor "ugh" about T5 that seemed to put it on the manufacturer's recall, and that was the interpersonal section, codifying the reactions of NPCs based on the PC's non-combat communicative skills.
I need to voice one minor "ugh" about T5 that seemed to put it on the manufacturer's recall, and that was the interpersonal section, codifying the reactions of NPCs based on the PC's non-combat communicative skills.
When I read that section I had a real "huh?" moment. Like I mentioned in the thread I started dealing with this topic, to me this kind of ripped at the fabric of RPing, and took the RPing out of RPing by reducing PC-NPC interaction to a die roll.
That was kind of there from the beginning, but it was not so thoroughly outlined nor as thoroughly codified, and, more amazing to me, I seemed to be the only one who brought it up.
I don't want to bring that up as a divergent topic from the thread, but I use it as an example of what appeared to be a bit of quirkiness or uneasiness with T5, and if there was an update. whether Joes like me could ask about bugaboos like the Interpersonal's section, or the personal combat section or char-gen section.
I think that's what some of us are wondering about. But, I imagine the answer is that it'll come when it comes.
I'm the opposite! I think the Personals chapter is one of the stronger sections: finally a system around how players might interact with the rest of the universe apart from shooting at it!
But isn't this what the referee is supposed to do; make up and play the NPCs, monsters / animals, strange beings, pirates, ... natural disasters and / or strange phenomena?I'm the opposite! I think the Personals chapter is one of the stronger sections: finally a system around how players might interact with the rest of the universe apart from shooting at it! The way I use it, the players still suggest strategies in the third person and/or talk in the first person, but we use the mechanics of the personal to govern how the NPC reacts. It's the Reaction Table on steroids.
I've already written up a bit of play session on my CoTI blog about it.
I didn't understand it at first peruse. I will take another look at it. But if my eyes glaze over again after reading part of a paragraph again...I'm the opposite! I think the Personals chapter is one of the stronger sections: finally a system around how players might interact with the rest of the universe apart from shooting at it!
I didn't understand it at first peruse. I will take another look at it. But if my eyes glaze over again after reading part of a paragraph again...
It's one section my house rules might import... albeit simplified and converted to the MegaTraveller/DGP Task system, and MT skills...
It's really just the mechanics for "Let's use non-psionic skills to affect an NPC's mind."
I'm guessing there is T5 errata for the Personals chapter? The example given in the book doesn't seem to make sense according to the rules.
True. Game rule examples are rarely updated when their rules get an update.It has been flagged as errata; the example in the book quite obviously came from a previous schema where an NPC was given a random roll for various personal traits that set the difficulty for interactions.