Space Travel?

It can be.

1) Usually, one player, usually the nagivator, has other make a roll, that influences how long the trip takes. Great rolls shorten time, while bad rolls lengthen it. (Sulu, Tchekov)

2) Another player is responsible for sensors, trying to detect anomalies, enemy ships, etc, with deep space scans, before it's too late. (Spok, Uhura)

3) Long trip are a good time to repair some internal systems. You can have the engineer do a challenging multiple roll repair test. (Scotty)

But if the trip takes two weeks, being on edge all the time wouldn't be fun. IF D&D PCs hire a ship to cross the ocean, there will be some encounters but 80% it will be wait time and relaxation until they approach the coast.
The "each player has a set role and a couple of things they can do" approach has been around since the 1980s and, to be honest, it's pretty tedious for the players making the same roles over and over every time they take a journey (or even worse, being the guy who makes the engineering check every round in combat). It's not an approach I recommend--while it might be more simulationist, we don't play games to simulate the drudgery of space travel, we play them to experience the wonder and excitement of it.
 

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The "each player has a set role and a couple of things they can do" approach has been around since the 1980s and, to be honest, it's pretty tedious for the players making the same roles over and over every time they take a journey (or even worse, being the guy who makes the engineering check every round in combat). It's not an approach I recommend--while it might be more simulationist, we don't play games to simulate the drudgery of space travel, we play them to experience the wonder and excitement of it.
I tried playing Traveller 2022 edition, and it was too simulationist for my taste. But some people enjoy that level of granularity. It's for the OP to decide.

Our group prefers The Expanse and Coriolis because it's straight to the action. Travel is just a means to get from point A to point B, with maybe a random event but not always.
 
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I tried playing Traveller 2022 edition, and it was too simulationist for my taste. But some people enjoy that level of granularity. It's for the OP to decide.
I didn't mention granularity. That's an entirely different topic to the one I was discussing.
 

The "each player has a set role and a couple of things they can do" approach has been around since the 1980s and, to be honest, it's pretty tedious for the players making the same roles over and over every time they take a journey (or even worse, being the guy who makes the engineering check every round in combat). It's not an approach I recommend--while it might be more simulationist, we don't play games to simulate the drudgery of space travel, we play them to experience the wonder and excitement of it.
Well, drudgery is relative, and simulation and verisimilitude is an important part of play and engagement in the hobby in general for some of us. Your own game has many simulative elements that are much appreciated, certainly by me. They're a huge reason why I abandoned WotC 5e for it.
 

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