So quite obviously I have to and will disagree. The CT part is what almost killed Traveller for me/my groups.
Y'see, here's the thing.
From the start, the "CT part"
was Traveller. It wasn't "clunky:" It wasn't "Classic" anything. It was the one and only Traveller.
In the 1970s / early 1980s, there were no competing Traveller streams. Just this one - the OTU. Roleplaying games were in their infancy, with little of the sophistication one sees in modern RPGs. When we say that modern RPGs have "learned lessons from the errors of their predecessors," they're talking about the errors committed by this game and D&D, back in the day.
But they needed the foundation of
this game to build on. Traveller had rough edges, but the premise was sound. Sound enough that you can run the game from the original LBBs today.
MegaTraveller could not have possibly existed
at all without "clunky evil" Traveller to form its foundation. But while MT may have "learned from the mistakes ofl its predecessor," its publishers did not realise that it had committed brand new errors of their own, errors which resulted in MT being
fatally flawed.
The flaw was this:- while the
engine was solid, the
setting was b0rked. And since the book stitched the engine into the setting such that you couldn't really extract the engine without having to reinvent the whole damned game, nobody bought the game. Those who had bought it found themselves throwing the books away in disgust, and then spreading the word far and wide that "MT's a huge disappointment. Nice engine, but it sucks."
It was well written but badly marketed, and consequently the market killed the game.
The market is why, when Mongoose developed their version of Traveller, the model they went by was Classic Traveller's Little Black Books. They kept the bright, shiny MegaTraveller-style covers specifically for the 3I books, and took pains to separate out the engine from the setting such that you could continue to enjoy Traveller even if Mongoose brought the 3I all crashing down around our ears all over again.
Here's where it works, and where I hope it will survive long after I've set aside my own dice and hung up my Refereeing shingles; Mongoose have learned the lessons from both MT
and CT:-
1. Don't put them to sleep with a monologuing supergenius Mary Sue.
2. Don't have them just sit back and twiddle their thumbs when you pull down the house around them.
3. If you want an adventure with intrigue, those FGMP-15s go back in the closet.
4. "It's not all buttons and charts, little albatross."
5. If you don't like the Official Setting, make up your own. By the way, here's how. Also, if you want to play in somebody else's sandbox, here are a few alternate settings you might want to try.
6. Futureproof the engine.
7. Let's not forget that in the end, it's all about the players having fun. And that means giving the characters things to do.
And you know one thing nobody's actually pointed out. Strephon's assassination seemingly brought about the collapse of the Imperium. How?
Julius Caesar was assassinated; the Roman Empire did not fall. Abraham Lincoln and Kennedy were both assassinated, and yet you're still living in the same United States of America that they ruled over. We've even had one or two Prime Ministers and Kings over here in the UK bumped off, and Blighty still prevails somehow.
It seems
really unlikely that the Third Imperium would really fall apart so readily, unless somehow it
wanted to die. And in general, the vast press of people living in a given society will do whatever it takes for that society to survive. They wouldn't let a ragtag group of pretender Emperors take the Imperium to war - they'd do something about it. And in the end, the Imperium would still prevail somehow. Even as Rome is still with us, albeit radically changed from the original capital of the Roman Empire.
The ending of the 3I came through the most unlikely coincidences and an implausble Deus ex Machina. And that's why nobody plays MT any more.