In a discussion about Classic Traveller at G+, someone wrote:
I’ve always wanted to run original traveler but I’ve been reticent because of the verisimilitude of the system – and the fact I know precious little of the sciences. (To run the game well, I believe you’d have to be well versed in the sciences…)
I know this is a common fear for some people. I also know that many people believe the notion that “To run the game well… you have to be well versed in the science.”
I really, strongly, disagree with this sentiment, though I can see why some people might think it. So here’s post about it.
Traveller, at least as originally written, was never about Hard Science Fiction as we know it today. It was about ADVENTURE. It was inspired by the works like the Dumarest series by E.C. Tubb, the Demon Princes series by Jack Vance, the Nicholas van Rijn tales by Poul Anderson, among other SF tales from the 40s to the 70s.
That Traveller could become a playground for gearheads has nothing to with what it has to be.
If you go read the Dumarest books or the Demon Prince books you see tales of adventure in an SF setting… but the focus is not calculating heat exhaust issues, but on skullduggery, theft, assassination, political corruption, fighting abusive power, protecting the weak, revenge, ambition, and more.
The point of the “science fiction” element is to put these tales in the context of exotic setting with strange creatures, alien races, and peculiar technology to heighten the novelty of the adventure and provide mysterious situations the protagonists have to deal with. The stories seldom rely on “real science”–but are self-consistent within themselves, allowing the protagonists to puzzle out anomalies and solve problems that make sense within the tale.
As for translating all this to the table of a Roleplaying Game session: No one at the table will know how a Jump Drive works–which is why die rolls can be made to see if it can be fixed.
This is why I think the procedures for determining Throw values in The Traveller Adventure are so interesting and valuable: The book suggests rolling 2D6 to determine the Throw value! This means the Referee is not responsible for knowing how difficult it is to repair a Jump Drive. His job is to determine a random value of difficulty and adjudicating the results of efforts on the part of the PCs.
The point being that if the Throw to repair the Jump Drive fails (or the Player Characters don’t have the skill required to even make a Mechanical roll), the Referee says, “Yeah, you can’t repair the ship. And you don’t have enough money to get a repair part. But you know how much one costs so you can earn the money. And you know where you can steal one…”
That’s not about science. That’s about adventure.