Yeah, I think it was Steve Jackson who said with a good GM, even a bad set of rules can be fun. I have always said "system doesn't matter," although I have been chased off other boards by fussy oldsters for saying so. I'm a first edition AD&D guy, for example, but when I mentioned on a board related to that game that I played 3e also, you'd think I just urinated on Gygax's grave or something.
I agree that the clarification I've found here is a Good Thing, though. I've had the main three little books since the mid-80s, and I always adored the simplicity, the lack of art that left a lot to my imagination, and so on. It seemed so elegant and neatly bundled but there were things I just couldn't put my fingers on. I didn't get around to actually playing Traveller until I was in my late 20s, and found that those things I didn't get caused me trouble. I was unable to give good rationales to my players. They're good enough players that they know what I say goes, but I do like to give them answers that make sense.
Thanks to the boards here, which I've just discovered, I now understand a lot more about how things work, especially the combat system (I never, EVER understood initiative until I learned here that there is no initiative, for example. I always thought I was just missing something).
It's GREAT to find folks here who share my love for the game, even if some of you seem rather litigious, heh. But in general folks here seem pretty civil - always a surprise and a joy, since most gaming-related boards I've visited (especially ones devoted to older games) seem to have devolved into anti-youth bitterness and screaming matches over things like level limits for non-humans or whatever.
But that's history! I'm now armed with the reprints and ready to go storming off across the Spinward Marches, and I'll be a better referee thanks to the discussions I've read here.