When Traveller began it shared one important thing with D&D/AD&D: They were both go anywhere, do anything games. Sure, there printed adventures but both games had entire worlds, universes, kingdoms, pocket empires and vast areas your players could journey to. You could ditch the printed adventures and go where the Ref and the players wanted to. To me, that's probably the best thing about both games and Traveller was brilliant at it.
The best Traveller players are the ones that go with that journeying spirit. They understand that combat is just one part of the game, but then there's the skill challenges, the travelling to different worlds, overcoming problems and obstacles, the search for not just wealth...but the chance to spend that wealth on big spaceships and gizmos.
The players that I've struggled to interest in Traveller are those who prefer games that channel them into missions...usually of the ultra-violent kind. "What's the mission in this game? Who do we work for? Where am I supposed to go?" They want scenarios (I can hardly call them 'adventures') where every NPC they meet is either paying them to do something violent or else is the very thing they're meant to kill.
At my previous club, which I was a member of for many years, there was a divide between those who liked games where there was a story and a richness of characters and those where the game system is more important. When D&D 4th edition came out it really divided opinion sharply to the point where heated arguments broke out. The story guys hated it, the system kings loved it.
Then old lags like me meet new gamers 15-20 years younger than me and it's either D20 systems or Savage Worlds and nothing else for them. Traveller becomes an even harder sell....even with it's own D20 variant! I find D20 and Savage Worlds alright, but a bit meh. They're serviceable but the problem is that they're generic. My favourite games have all began as ways to depict a specific genre first, not a system first that can be adapted for different genres.
In summary, Traveller is a hard sell to those who like their RPGs to corner on rails and use the latest trendy gaming system. It tends to appeal to those who like stories and games where you can do more than just combat things.
The best Traveller players are the ones that go with that journeying spirit. They understand that combat is just one part of the game, but then there's the skill challenges, the travelling to different worlds, overcoming problems and obstacles, the search for not just wealth...but the chance to spend that wealth on big spaceships and gizmos.
The players that I've struggled to interest in Traveller are those who prefer games that channel them into missions...usually of the ultra-violent kind. "What's the mission in this game? Who do we work for? Where am I supposed to go?" They want scenarios (I can hardly call them 'adventures') where every NPC they meet is either paying them to do something violent or else is the very thing they're meant to kill.
At my previous club, which I was a member of for many years, there was a divide between those who liked games where there was a story and a richness of characters and those where the game system is more important. When D&D 4th edition came out it really divided opinion sharply to the point where heated arguments broke out. The story guys hated it, the system kings loved it.
Then old lags like me meet new gamers 15-20 years younger than me and it's either D20 systems or Savage Worlds and nothing else for them. Traveller becomes an even harder sell....even with it's own D20 variant! I find D20 and Savage Worlds alright, but a bit meh. They're serviceable but the problem is that they're generic. My favourite games have all began as ways to depict a specific genre first, not a system first that can be adapted for different genres.
In summary, Traveller is a hard sell to those who like their RPGs to corner on rails and use the latest trendy gaming system. It tends to appeal to those who like stories and games where you can do more than just combat things.