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General Traveller with other systems?

I don’t think this is precisely what the original question meant, but a few years ago, I sort of ran Traveller with DnD 4e. Or, rather, I ran a DnD 4e campaign that drew inspiration from elements of the Traveller universe:

I wanted to create some history and mythological backstory for Yori (Spinward Marches) before ‘first contact’. So, using DnD as a base … removed all magic except ‘divine’, limited races to Human and Dragonborn (as a substitute for Zhurphani), limited classes to fighter/cleric/thief, banned equipment made of wood (or found alternative materials), etc.

Adventures included a visit to some mysterious religious ruins (the remains of the generation ship used to populate the planet), and getting caught in the middle of a political struggle brought on by the introduction of steam power. Later, some Vargr traders did turn up and attempted to become TEDs … I allowed some magic items as a substitute for their technology. And so on.

Allowing ‘divine’ magic meant this campaign generated myths rather than accurate histories. Myths that I could then use as background in subsequent Traveller games.

Again, this wasn’t a conventional Traveller campaign, so maybe it doesn’t count. But it did get some of the DnD-only players interested in trying my current T5 campaign ... and they get a thrill when they spot an in-game reference to something from the other game.
 
The worst pointmongers I've ever encountered were fans of Champions 3 and DI. The Goodman Says sidebars made many champions players VERY point-mongerish. And most of the people I know who used DI (myself included) used Champions prior.

Champions always called out how to min-max so that the distance twixt rules-raping point-whores and more normal players had less difference. It also weeded out the "just print the price list for me" types

Many GURPS players go deep into the math, too... but until very late in 3rd, there was a huge break in the fanbase between "buy only the atts which are character appropriate" and "If the skills are more expensive than the attribute, up the attribute," min-max.
I was once one of those. Then I played in a convention tournament with a pre-generated PC. realized that I had been maximizing the character abilities without focusing on the 'Character' to roll play. After that it became less about trying to get every ability you can and have a character that was fun to play.
 
Diaspora is a Fate-based love letter to Traveller. It also works great as a replacement for the Traveller engine.
Only if you like fate. Which many don't. At least it covers heat...
We played a FATE -based Traveller campaign with the same main chars for over 4 years. We didn't know about Diaspora, so the DM basically hand-cobbled FATE stats for Traveller things together. FATE is kind of opposite Traveller in that there is no gritty realism, it's all about drama and storytelling, so our genre-savvy group rode it kind of hard. After over 4 years, we all said the PCs were way too powerful for the game to work.
 
There was a lovely Action! System Traveller Variant that I was rather fond of as well. I might have a copy somewhere, but it is printed and there is literally nowhere I can find it online. A lovely piece of apocrypha, if I do say so.
 
We played a FATE -based Traveller campaign with the same main chars for over 4 years. We didn't know about Diaspora, so the DM basically hand-cobbled FATE stats for Traveller things together. FATE is kind of opposite Traveller in that there is no gritty realism, it's all about drama and storytelling, so our genre-savvy group rode it kind of hard. After over 4 years, we all said the PCs were way too powerful for the game to work.
Diaspora puts a good bit of grit into Fate. Especially ships.
 
Diaspora puts a good bit of grit into Fate. Especially ships.
We could have used that badly. Our cobbled together system was OK at the character scale. At the ship level, it didn't feel quite right, though I guess I haven't played enough actual CT to get a feel for how it should play. On later analysis, it was actually a bit more dangerous than CT for player-scale ships, so I guess it was good we didn't fight in them very often.
 
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