Jim Hague said:
No, I'm pretty sure the GM could put a stop to that behavior mighty quick - "Hi. There's the door. Don't let it hit you on the way out." Or, if you're not the confrontational sort, simply don't use the charts and rolls.
In the former you're not playing, then, though, are you?
And in the latter one might make the argument you're no longer playing Traveller (or, at least, Classic Traveller, which is the version I'm familiar with). You're using the Traveller Universe, perhaps, but it's a different game.
Note that in Classic Traveller you don't have a Game
Master or a Dungeon
Master. You have a
Referee. That is an important distinction that reflects the philosophy of the rules. The Referee isn't
supposed to jam the characters through pre-planned story arcs. He isn't
supposed to side with or against the characters, he's just there run the "rest of the universe".
Look, everyone's got a different idea of fun. And there are different systems to address those different ideas. For those who want to sit around and make up stories together, there's diceless role-playing. For those who want wear costumes there's Live Action Role-Playing. For those who want to excercise grand tactical maneuver there's miniatures gaming or wargaming. I could jump up and down and say "no what you describe isn't true role-playing" but that's patently false, just as you claiming that character-driven free-form role-playing is "wrong" is false.
Classic Traveller encouraged a specific style of play, where the players were free to have their characters do whatever they wanted, and the Referee was there to challenge them every step of the way. To deny it is to deny a fundamental aspect of the game, which is what the original poster asked about. If, like you, the original poster believes role-playing should be shared story time not just between the players but between the Judge/Referee/Gamemaster and players, then this is useful information to steer him away from Traveller.