Sure, in terms of bang for the buck it's easier to sell something new to an existing customer than to get a new customer... but for existing customers... what is the value being offered?
What's strange is the weak value proposition. Kickstarters were intended to take a product to the next stage: volume production. Now they are just cheap marketing. But even cheap marketing pushed value proposition not just brand expansion.
The reality is we known next to nothing about it other than what they have shown. And what they have shown has been uneven (those minis in particular are terrible) and nothing is going to ship for a year and a half.
As a roleplay focused crew we were also concerned by the "let's play" but I think we can make it work. I'm looking forward to the rulebook and scenarios and I think we can make it work.
Sing it in your head, "Do you want to build a moon base?"
If you get the PDFs on drivethru not only does the download app notice when there's an update but you can get an email that sometimes tells you what changed.
Gravitic drives still consume a lot power and produce waste heat, just not the same way as a chemical rocket that produces prodigious amounts of mass going out the bell.
My interpretation of this has always been about detecting *enough* for a sensor lock that can provide actionable data (as in, apply a task chain DM) to the gunner.
To me T5 was less of a money grab and more of a "philosophy of customizing Traveller for your table". It gave a wealth of information that you could hone into something that worked for you and your table.
As a referee I try to rein in the piling up of DMs. First if they have an overwhelming advantage, we won't roll at all. If there's no significant consequence chance of failure or dramatic effect for extraordinary success there's no point. I keep difficulty targets consistent for the same action...
I agree the LBBs did try to separate setting from the other mechanics but it ended up that #2 and #3 are intertwined.
#1, however, fulfills the GURPS mission with what, I feel, is a system with faster pacing and easier roleplay.
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