If one publishes an adventure or setting material, one can write it in such a way that the rules system itself is invisible, even across several editions of the game.
Essentially, yes.
rhialto said:
But I've selectively snipped your post to show how it does matter for a certain style of play: more of a DIY, rules-light approach less dependent on publishers giving rulebooks and expansions for *everything* and more about giving the tools to enable the Ref to do everything themselves. Within a handy framework.
This is also germane.
My initial point is that the Traveller ruleset is a very nice, compact, "world building" toolkit (for assorted definitions of "world"). A referee can use it to set up the background upon which the adventures play out.
However, once that is done, much of that toolkit washes away. Whether you built the cabinet with power tools or a hand saw, in the end you have a cabinet.
With Traveller, once play starts, most of what makes its "Traveller", mechanically, is Book 1. Because that's Traveller player mechanics, vs, say, physics. (trip time, atmosphere effects, etc.)
And this goes to Rialtos point. How much does the referee let the mechanics of the game actually affect the game. Consider starship combat. Starships are big, very expensive, and tend to inhabit a rather lethal environment. While we may treat NPCs and rifle cartridges as mostly disposable, starships don't work like that. In some scenarios, they're the most important NPC in the party. This is why I don't think a ref can (should) treat starship combat casually.
A quick firefight with surprise guard patrol is one thing. "Ben got wounded, but, hey, through and through...he'll be ok. Stitches, patch him up.". Vs Millions of Cr of damage and stores expended, even in a "win". If the ship combat goes bad, that could very well be the end of the adventure, among other things. So, now, someone who relies heavily on the mechanics of the game may well let starship combat happen, and let the chips fall where they may. But for others, the starship itself is really a conveyance. A mechanic to get them to the other world, and the ref may well scare the players, but won't let the ship fail and jeopardize the adventure.
A random encounter with a pirate, who randomly decides to open up on the ship. Bad dice destroys the cargo, tosses the party in to millions of Cr in debt, and strands them in space. "Yea, wow, bad luck." "Yea, gee that was fun. We're getting, what? 10KCr for this transport job? Whee."
Or you can go rules light. Where the encounters are narratives to highlight story arcs as the PCs progress through it. Combat is mostly abstract, since, most of the time, its an obstacle to be routed around, or handled with care. Played out, but with the Refs thumb on the dice. The story is important, the PCs aren't just pages of stats and dice rolls. Odds are high, unless you have pig headed, really stupid PCs that can't take a solid hint, the players will navigate the adventure successfully -- dice aren't going to stop them, behavior stops them. Decisions drive success or failure, as moderated by the referee. Dice add spice to the game, but are not the arbiter.
Rules heavy scenarios need to be heavily play tested for balance, to ensure the dice don't destroy the adventure. Rules heavy rely upon the base rule set, since its a balance issue. The Scenario vs the Players. "Better bring the right gear".
But, rule light, "atmospheric", "environmental" supplements can be rule free. Things like the original Thieve's World way back in the day, though they did add stats for many games.
If you're going to toss away the 3I, are the actual Traveller mechanics that important to your adventure?