One of the first Traveller adventures I ever played was 100% exploration with no combat whatsoever. The challenge was in figuring out how the place worked and why it worked.
What about psionics? I recently saw a book on the topic at my FLGS and it looked interesting.
What other supplements are worth buying? I have the MongTrav pocket edition but that's it.
Tell me more about Gateway to Destiny. Is it old or new? Is it available in hardcopy?
I'd like to run a science fiction game once our current D&D arc wraps up, and I've been looking at a few systems. The name 'Traveller' comes up an awful lot, but I know almost nothing about it mechanically. So, to those who've played it; how is it? Is the system good? I'd really like a certain lethality to the combat; these characters are not meant to be gun-toting space marines who can storm an enemy compound on their own (though they would know how to handle a weapon in a pinch). Also, I would like to get away from a d20 system... we've been playing a fair bit of d20 lately, so a change would be nice.
My plan is to run a game of space exploration with infrequent combat. The PCs would be on a ship, and that ship would explore uncharted star systems, dealing with hazards both in space and on planets, clash with rival explorers, set up claims for valuable commodities or land, and generally explore the cosmos.
Does Traveller work well for this sort of game?
My plan is to run a game of space exploration with infrequent combat. The PCs would be on a ship, and that ship would explore uncharted star systems, dealing with hazards both in space and on planets, clash with rival explorers, set up claims for valuable commodities or land, and generally explore the cosmos.
Does Traveller work well for this sort of game?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.