One weakness of some Sci Fi is it's tendency toward rationalization. Everything has to have a rational explanation-even such things which common sense will tell you, are in fact no more probable then fairy tales(why are aliens on other planets more probable then Fair Folk? We havn't been to other planets yet, but the Good People are supposed to be skillful at hiding are they not?). Thus some Sci-Fi can seem "cold" to some. One solution is simply to combine Sci-fi and fantasy-the best I have seen of this is the second season of Buck Rogers.
But turning Traveller into space opera of that model would make it no longer Traveller.
A suggestion I have is to build a framework of folklore into Traveller. Imagine what sort of stories people who live in that universe would tell each other while relaxing at Brubeks. Give a series of stories and poems-and perhaps make up a new character template(Bard? Folkloreist?-subcategory of entertainer) and a side note about such things as schools those people go to to learn their trade. Perhaps intersperse a campaign with short-stories told by GM the way "Watership Down"(the rabbit novel by Richard Adams) does. This will require patience but could be rewarding. I am not thinking primarily of a campaign based primarily on this sort of theme, but one in which Traveller folklore is added for the flavor. The idea should be that the universe that the PC's are in is the normal one(or is it?)but these things are stories told "just for fun"(are we sure?)a slight element of uncertainty can add to the ambiance here. The important thing is that this is a way of adding background. Think Aslan telling tales of the "Great Deeds of Their Ancestors" while in jump-space. This method is not the only way Traveller folklore can be introduced but it is one. I do not think the nature of Sophants really changes much and Traveller doesn't think so. Just as Travellers trade, plot, explore, and wage war, so they are likly to tell stories.
Some hints of this sort of thing are already given, such as the legend of the "Robert the Bruce", the Vilani jump-dimming, and the two "tall-tales" in the side notes of Traveller: Starports(remember the one about the cosmic poker game between the various lords of the Imperium).
Traveller is already quite deep. But it could be even deeper.
But turning Traveller into space opera of that model would make it no longer Traveller.
A suggestion I have is to build a framework of folklore into Traveller. Imagine what sort of stories people who live in that universe would tell each other while relaxing at Brubeks. Give a series of stories and poems-and perhaps make up a new character template(Bard? Folkloreist?-subcategory of entertainer) and a side note about such things as schools those people go to to learn their trade. Perhaps intersperse a campaign with short-stories told by GM the way "Watership Down"(the rabbit novel by Richard Adams) does. This will require patience but could be rewarding. I am not thinking primarily of a campaign based primarily on this sort of theme, but one in which Traveller folklore is added for the flavor. The idea should be that the universe that the PC's are in is the normal one(or is it?)but these things are stories told "just for fun"(are we sure?)a slight element of uncertainty can add to the ambiance here. The important thing is that this is a way of adding background. Think Aslan telling tales of the "Great Deeds of Their Ancestors" while in jump-space. This method is not the only way Traveller folklore can be introduced but it is one. I do not think the nature of Sophants really changes much and Traveller doesn't think so. Just as Travellers trade, plot, explore, and wage war, so they are likly to tell stories.
Some hints of this sort of thing are already given, such as the legend of the "Robert the Bruce", the Vilani jump-dimming, and the two "tall-tales" in the side notes of Traveller: Starports(remember the one about the cosmic poker game between the various lords of the Imperium).
Traveller is already quite deep. But it could be even deeper.