MarkB
Legend
I recently ran my first Traveller game (a one-shot, at a con). Here are a couple of rules observations:
1. The rules specify that you often don't need to make a check if you're skilled and doing a routine task. It is essential that you follow this rule if you want to avoid Keystone Kops komedy. Characters often have low skill levels--a total DM of +2 is pretty common in skills that characters are pretty good at (level 1 skill plus a +1 stat modifier, or level 2 skill plus a 0). If you force the players to make routine checks ("I hail the other ship." "Roll me Comms + Edu."), they will frequently fail utterly routine checks, and it will be frustrating all around. Handing out substantial DM based on task difficulty can eliminate this, of course, but why bother? Only make the PCs roll if they are unskilled, doing something hard, or under serious pressure.
I agree with not making them roll for routine tasks, but I wouldn't recommend against applying Dice Modifiers based on the difficulty of the task. Being able to hand out positive or negative DMs based on the difficulty of a task gives a much more reasonable set of outcomes than having every task you attempt with a given skill be equally difficult.
2. If you let the PCs buy even reasonable armor (flak jacket or armored cloth), I did not find that combat was as deadly as people make it out to be (unless of course you're hitting the PCs with artillery.) If you have an armor of 5 or 6, pistols doing in the ballpark of 3d6 only average 4 or 5 damage. That means that a character with average stats can take something like 4 hits before going down, and when brought down has very low risks of being killed outright unless they both carefully spread the damage and are unlucky. However, I did find that it was deadly boring. I would use combat sparingly in most Traveller games.
Bear in mind that you add the Effect of the die roll to the damage in combat - so if someone rolls a total of 12 on their attack, they've exceeded the target number of 8 by 4 points, and their damage becomes 3d6+4. Combine that with a lucky roll on 3d6, and you can blow through a character's physical stats quite easily.
Combat in Traveller isn't so much especially deadly as it is especially swingy. It's fairly easy to get a string of misses, or a couple of especially good hits, and if those are distributed in the party's disfavour, it can turn the encounter around very quickly.
It gets worse in space combat, where happening to get a couple of consecutive hits against the same system can suddenly leave a ship crippled or blind.
3. Traveller supports lots of different aspects of vaguely hard scifi play. Make sure you get a handle on what your players want, and give them that. That could be exploration, discovery, and weird aliens; it could be weird supertech of the Ancients; it could be politics and interstellar intrigue; it could be buy low, sell high in a tramp freighter. If you tailor your game to your players' interests, it will be better. If you don't know, aim for a mix of all of the common elements. Get the PCs a spaceship, set up some commercial opportunities, spice it up with some interactions with a strange culture on an alien world, throw in some rumors of the Ancients, and have interstellar intrigue interfering with their plans. Then follow their lead as to which elements are important.
I'll second this, and add that being mindful of the level of science-ficton 'hardness' your players expect is important. I've occasionally come to a Traveller game expecting a hard-SF setting, only to find the referee playing fast-and-loose with things like orbital dynamics or the effects of zero-gee, and found it annoying, but others in the same group either took it in stride or preferred it. These days, I just relax and go with the flow.