If I had to sum up the flavor of D&D to me, I think I would say it is an Alice-in-Wonderland story of mystery and danger, with lots of close-ups on specific scenes.
Similarly, Traveller is a wide-ranging view of a space empire that emphasizes application of general formulas.
GURPS is a fact-based, customizable system to do any kind of story, especially useful for correctly implementing visions that you saw being done badly by someone else.
D&D's worldview is grounded in long lists of specific effects -- especially quirky spells and magic items -- which cannot be unambiguously analyzed or compared. D&D depends heavily on the imagination and judgement of the DM. D&D requires hundreds of pages of specific (and rather baroque) descriptions, and five kinds of dice, four of which are not always available. Personally I find D&D inspiring to the point of intoxication, even though I can find flaws with it.
Traveller gives you a few snippets of military jargon, some very elegant algebraic formulas, and some tables. From that terse description, you have a completely general analysis of the system dynamics of alien life forms, starship designs, interstellar trade, and (of course) ship-to-ship and man-to-man combat. All the core rules in the "little black books" combined would probably take fewer words than the AD&D Player's Handbook. Only normal, readily available dice are used. Whereas D&D is a sequence of highly detailed dioramas, Traveller is like a blueprint -- beautiful in its way, but with very few details, and certainly nothing rococo. Personally I find Traveller inspiring to the point of intoxication, even though I can find flaws with it.
GURPS is certainly solidly based in elegant wargame designs and responsibly researched facts. It does not require judgement or imagination. I should love it. I should know its rules well. I've played it only seldom. I admire it but I don't love it. Perhaps it offers so many choices, so many clearly demarcated options, that I never really figured out what it meant to me. Yet I can't find any flaws in it. [Edit: Possibly I just haven't played it enough to find the rough spots.] It is argued very convincingly. I can't find anything objectionable about it -- and yet I don't play it, I don't run it, I don't brood nostalgically over it. It doesn't inspire me.
Similarly, Traveller is a wide-ranging view of a space empire that emphasizes application of general formulas.
GURPS is a fact-based, customizable system to do any kind of story, especially useful for correctly implementing visions that you saw being done badly by someone else.
D&D's worldview is grounded in long lists of specific effects -- especially quirky spells and magic items -- which cannot be unambiguously analyzed or compared. D&D depends heavily on the imagination and judgement of the DM. D&D requires hundreds of pages of specific (and rather baroque) descriptions, and five kinds of dice, four of which are not always available. Personally I find D&D inspiring to the point of intoxication, even though I can find flaws with it.
Traveller gives you a few snippets of military jargon, some very elegant algebraic formulas, and some tables. From that terse description, you have a completely general analysis of the system dynamics of alien life forms, starship designs, interstellar trade, and (of course) ship-to-ship and man-to-man combat. All the core rules in the "little black books" combined would probably take fewer words than the AD&D Player's Handbook. Only normal, readily available dice are used. Whereas D&D is a sequence of highly detailed dioramas, Traveller is like a blueprint -- beautiful in its way, but with very few details, and certainly nothing rococo. Personally I find Traveller inspiring to the point of intoxication, even though I can find flaws with it.
GURPS is certainly solidly based in elegant wargame designs and responsibly researched facts. It does not require judgement or imagination. I should love it. I should know its rules well. I've played it only seldom. I admire it but I don't love it. Perhaps it offers so many choices, so many clearly demarcated options, that I never really figured out what it meant to me. Yet I can't find any flaws in it. [Edit: Possibly I just haven't played it enough to find the rough spots.] It is argued very convincingly. I can't find anything objectionable about it -- and yet I don't play it, I don't run it, I don't brood nostalgically over it. It doesn't inspire me.
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