thele said:
Traveller sounds awfully complicated.
Is that why it is so popular?
~Le
It might sound complicated, but actually when you play it isn't. Or it doesn't have to be. One of the things I love about Traveller is that you can choose the degree of complication you want in the playing of the game.
If you want to micromanage everything, and stress out over every little detail, you can. If you just want to gloss over everything and stick with the basics, you can do that, too. You can take the basic starships, equipment, star systems that the game gives you. Or you can create your own, if you chose.
One of the things that has always bugged me about Traveller, however, is that in the basic adventuring group model -- the tramp freighter -- the economics are such that you can't break even unless you engage in speculative trade (which can complicate the economics more than some people want) or you get involved extra side work, usually of a semi-illegal nature (adventures). If forces you to worry about mortgage payments and buying life support every two weeks and other bookkeeping necessities that I'd rather not have to worry about when playing a game -- I worry about that stuff too much in real life.
I know there is a reason for this -- it forces the players to take the adventure hooks the Ref throws out there for them -- but it can really get frustrating for some players.
Otherwise, I love Traveller for all of the reasons others posted above. It is a simple system, yet can be very complex if you want it to be. It is very flexible, and can easily handle lots of different gaming settings and styles. The prior history system during character creation gives you a character that feels like a real person, and not just a collection of stats.
I don't think Traveller is complicated to play. But I think it appeals more to players of a certain maturity level.