![Big grin :D :D](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png)
RAMBLE ALERT
I also think that character generation was one of the better parts of CT. Even the much maligned 'character dies in generation' thing made some sense. It illustrated that the Traveller universe was
dangerous, and that your PC is not Superman. While D&D players and listservs I've observed moaned about munchkins and power gamers, Traveller made that kind of play almost impossible.
The inclusion of non-military background careers was a good feature also. It allowed you to create characters with other interests than fighting, and other ways to adventure. The trade rules may have been less than grittily realistic, but it could still be a challenge to keep up with your monthly mortgage payment on the Type A.
I liked the addition of modest psionics rules. Psi powers are an appropriate sci-fi device, but they were constructed in a way that kept the game from getting comic-book ridiculous.
But the biggest thing I appreciate about CT is what I took to calling the 'low-tech approach to high-tech'. Most of the equipment available was a better version of what's available today. PC's still had to get out into the environment and deal with things, unlike ST:TNG, where everything was fixed at a conference table, or by applying the 'gizmo du jour'.
Of course, I can't overlook all the real world science that I was inspired to learn so I could apply it to my game. I've done my best algebra & geometry work in gaming, not the classroom. I learned about astronomy, physics, chemistry and even a little engineering because of a game. Atari & Nintendo can't claim that kind of educational benefit.
![Cool :cool: :cool:](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png)
Right now, I'm excited about my kids getting old enough to start playing Traveller, in part so I can teach them astronomy and the rest.
Best Regards,
Bob