Agreed on both counts. I've tried to work fairly hard in my current Traveller play to avoid bogging down. I'm doing that using techniques that don't really
require anything beyond what the original books present, but that aren't themselves
explained in those books. This is everything from overlaying story onto patron encounters, to random encounters (especially with starships), to making sense of randomly generated planets, etc.
As so often happens, I'm reminded of this remark from Ron Edwards in his
second "fantasy heartbreakers" review:
The key assumption throughout all these games is that if a gaming experience is to be intelligent (and all Fantasy Heartbreakers make this claim), then the most players can be relied upon to provide is kind of the "Id" of play - strategizing, killing, and conniving throughout the session. They are the raw energy, the driving "go," and the GM's role is to say, "You just scrap, strive, and kill, and I'll show ya, with this book, how it's all a brilliant evocative fantasy."
He goes on:
It's not Illusionism - there's no illusion at all, just movement across the landscape and the willingness to fight as the baseline player things to do. At worst, the players are apparently slathering kill-counters using simple alignment systems to set the bar for a given group (e.g. Deathstalkers); sometimes, they are encouraged to give characters "personality" like "hates fish" or "likes fancy clothes"; and most of the time, they're just absent from the text, "Player who? Character who?" (e.g. Undiscovered). The Explorative, imaginative pleasure experienced by a player - and most importantly, communicated among players - simply doesn't factor into play at all, even in the more Simulationist Fantasy Heartbreakers, which are universally centered on Setting.
I think this is a serious problem for fantasy role-playing design. It's very, very hard to break out of D&D Fantasy assumptions for many people, and the first step, I think, is to generate the idea that protagonism (for any GNS mode) can mean more than energy and ego. These are fine things, of course, but it strikes me that playing with them as the sole elements provided by the players is a recipe for Social Contract breakdown.
Which is, of course, the flipside of the default D&D playstyle, and - in my experience, at least - one major reason why many D&D campaigns
don't last 20 years!
One way to try and make sense of APs, in my view, is as a device for creating a broadly D&D experience but - by substituting "finishing the AP" for "going out, exploring, killing and looting" - trying to avoid that social contract breakdown (whether in the form of Monty Haul, killer DM, or some other variation).