No, really, I'm still here. I actually have 3 more posts planned.
So recently El Jeffo de los Rientos posted a link to somethin' called Rule 68A, suggesting that it was a must-read for people who like-a the Traveller (which is me). Being one to trust his advice I made click on the link and, as the kids say, "got my read on".
I won't re-hash Rule 68A, but I can give you an overview:
Basically, there are those long-time Classic Traveller players and referees who feel that CT lacks a clearly-presented task resolution system, and 'patches' for that have been appearing since the 1980s. The author of Rule 68A, who has himself written a task resolution system (and a popular one at that), at one point said to himself, "Whoa, hold on. There is a task system, it's just not structured. So let's put a bit of structure on it." And then he did so.
I read the article and I read the passage and you know what? I agree with him. Man, I shoulda read pages 28 and 29 of The Traveller Adventure a long time ago.
Basically, the idea is not to shoehorn the game into a system, but rather to use the game more loosely, and adjudicate things on the fly. No need to couple characteristics and skills -- the Ref may wish to do so but it needn't happen every time. Rolls can be 2d6 equal to or less than a characteristic, or two of them, or whatever. Margins of success can influence further rolls. Situational rolls can e based around the same 3 difficulty levels at need. Target numbers can be randomly determined.
In other words, it's making me look at Traveller as kind of a meta tool kit, more so than I had before. In a sense it's like...
...it's like the lack of hard-and-fast rules isn't a hindrance, but rather free reign to improvise them.
It's kind of neat to look at it this way. It's like Traveller can now be more my game than it ever was; I'm now truly the Referee, not just The Guy Who Is Running The Game. I have yet to implement this idea, but I do have an open game with my wife to test it in, so I'll let you know.