Hemdian: I was right there with you in my sense of decor. NASA photos, self-drawn spacecraft, made up planets and star systems graced my walls alongside photocopies from the Star Trek Technical Manual and odd posters bought at SF cons.
How I started with Traveller:
I started wargaming with an older crowd when I was about 10. There was one other guy, about 16, that I looked up to in the group, as well as the friendly guy who got me into the group originally. We'd just moved from the Midwest to California, were staying with a friend of my mother's in an adults-only apartment complex, and I was bored out of my skull. This guy took pity on me. He introduced me to:
Tolkien
War gaming, and
Op-Amps.
All three were pivotal for me.
In late '73 I got to talking with another student at school about war games. He had a locker near mine, and didn't treat me as a total whack-job for having a patch of the starship Enterprise on my jacket. He'd played Chainmail, it turned out, and his cousin was coming out to visit that Christmas with a new game being written by Gary Gygax that was based on Chainmail.
It was, of course, D&D. Some time before the first box sets were printed. I missed the game with his cousin, but I managed to make it when they ran another game after the cousin had returned home. They had photocopies of the photocopies of the hand-written notes from GG.
We enjoyed it a lot, and we tried some SF adventures, too, but they always gravitated back into medieval fantasy.
In 1976 I jumped on Metamorphosis Alpha as soon as it came out. Finally, an SF RPG, I thought. Well, sort of. It was more like SF in a can. Leaving out the bits that aren't enough like D&D to make it easy to write. I ran a sort of Starlost adventure as a back-up to our regular D&D game, but it never got all that popular. I picked up a copy of Triplanetary, and that helped me get a bit of an SF fix even though I could really only talk people into playing the basic race game, combat was too involved for all but one of my friends to want to take time to learn it.
The guy at the militaria shop where I got my games (Centurion Militaria, Walnut Creek) knew I was a sucker for anything with space ships in it. One day he let me know he had a new game, that he'd thought of me when he ordered it. That was Traveller. I bought it, took it home, and it was
exactly what I'd been hoping for.
There were systems for creating star ships, star systems, planets...oh yeah, it had characters, too. It was about three weeks before I even felt the need to have a player. I built subsectors and planets and explored them in my mind. I wrote stories about the places and people in them, and the progress of exploration across the subsector. I played my own game of mapping out the subsector with ships I built, exploring as I rolled up the worlds.
Then I tried out rolling up various characters as I played solo. These became my first NPCs, and were included in the stories I wrote.
One day I realized I had a campaign. About that time our regular DM wanted a break, so I offered to run Traveller. The group grudgingly accepted. They hadn't enjoyed MA much, it ended with them purposely trying to destroy the spacecraft to kill all their characters while pretending they didn't realize that would happen. But I told them how different this game was and they agreed to a single game trial, if it didn't work out we'd play Risk or something for a few weeks while our DM caught his breath.
My first experience with real players in chargen was difficult. When by myself, I'd wanted to use the system to explore and create characters. There was no wonder in the system at all for them. First they complained it was weird because it wasn't D&D. Then they complained because I was going with RAW and wasn't letting them "spice up" the characters as they pleased or do goofy things. And this was all before they even got to careers.
Careers, however, interested them. One player cottoned on to the fact that they wouldn't be starting as unskilled kids in the game. "It's like starting at Level 8!" he said. After that everyone else got into it. A couple of characters died. Fortunately this group was used to high mortality, they grabbed new sheets of paper and started over. Other characters died as the players tried to max out their characters "I want an Admiral!"
Eventually I tried to drag them away from chargen, though time was running short for the evening. We got in the final rounds of retirement and mustering out, then just had time to get them established on their starting world with a commission to go out and find a missing exploration craft (one of my solo game ships that came to a bad end on a bad world.)
So they were ready for more on our next game night. Risk was forgotten. Unfortunately, my reffing skills weren't completely up to the promise of that first night. We had a pretty good game, and we continued to play Trav as a fill-in game, but my sense of when to let information out wasn't very good and I ruined some of the mysteries in that first game. Plus I still got flustered easily when playing, wanting to look up how to do tasks and combat in mid game, since I didn't use the rules for these when I was playing solo, I just made it up as I went along and wasn't bright enough to do that with the players, too, until I got better at knowing the rules.
So that's how I got started. Looking up task resolution and trying to make sense of it when it wasn't a hard and fast system in a game where so much else was hard and fast, while eight guys yelled things at me faster than I could keep track of them all.