This.
Now, I will say that was lucky enough to live in a household at that tender age with parents that loved scifi - so I had read Tubb, Varley, Norton, Anderson, Le Guin, Brackett, and the host of "foundational authors" - but I was also watching Star Wars, Alien/s, Predator(s), and lots of other SciFi in film and TV. This included things like reading the Hitchhikers Guide to the Galaxy series and watching old re-runs of Dr. Who on PBS.
Our early games were loaded with Anti-Matter Planet Busting Bombs, Plausible Deniability Drives, and whatever else we could dream up and dump into the game. There were Timelords, Lensmen, Jedi, and a hosts of arguments about who was most powerful...
After years of slaving to a OTU that I genuinely think is enjoyable to read, I'm less interested in actually playing in the Imperium any more because of the sheer inability to get new players to absorb it all, let alone enough to feel competent. I actually tend to look at the various OTU canons as being "all in one" but with the understanding that it's written (literally) by different historians and nobody has all the details right (academics always have various theories and perspectives that might or might not be accurate).
I started buying MGT because I needed a current rules system that players could buy, but in looking at the relatively canon-neutral rules (with all sorts of shout-outs to non-OTU settings) I was surprised to find a yearning for those games that were more about wild speculation and fun rather than min-maxing ship designs and playing in a universe where things are all arguably fore-ordained.
Bleh.
D.
Thank you, and sorry for not replying and thanking you earlier, as this post has been on my mind ever since you put it up.
I remember when my friends and I first started playing the game way back when; our group had contracted with a naval architect (as per the rules) to design and construct one of the premade designs.
It was still a wide open world that was full of unknowns and places and things that were going to be fantastic, and just waiting to be experienced.
That sense of wonder is what I've been trying recreate in my recent offerings. With all the recent science fiction offerings presented in books and films over the last 20 years, I feel confined when I explore one and then the other. Like I'm "universe hopping" as opposed to sampling one setting, enjoying it, then moving onto the next one without worrying about how they're discreet values unto themselves; i.e. "other universes".
I've said it a few times before, and I'll reiterate it here; I think Traveller, as intended, was a generic sci-fi RPG with which you could conjure that final assault on the Death Star, or escape from carousel and the domed city in Logan's Run, or rediscover an Earth dominated by apes. And I think getting back to that feel (though not necessarily with those specific media-properties) might be a wise thing to do in order for the game to expand and bring in new players, a new fan base, and just create really good positive entertainment for groups of friends and even families.
That's what Traveller was about to me and my groups years back, and I would like to see that and be part of it again, as opposed to reading posts that quibble about the shortcomings of T5's rules, or how thing-X isn't defined.
Traveller is supposed to be about people who have a degree of success or a kind of luck that thrusts them into extraordinary circumstances and far away and fantastic places.
I very much want to write and contribute in that vein.
As I sit here and write this post, I have the old Logan's Run TV series from 1977 streaming from Amazon. It was not a terrific show, but I liked it, and thought it good solid entertainment. Traveller could be an extension or rule set that would allow us to experience Nolan's work in an interactive setting, and explore a world fraught with danger and mystery.
To me that's what Traveller is about. And that's what I want to see people get into again here on this BBS.