> I find it odd, perhaps because I am older and hindsight, I see traveller
> where almost anything is possible. there's nothing to say an isolated
> world...
> I always have seen Traveller being a setting allowing a create GM to tell
> a
> story he wanted and simply providing the tools to tell that story.
For me, and for us at GDW, that was very real as well. However, the way it
played out most often was kind of being crucified between the two very
real, very intentional extremes:
1. Traveller as generic SFRPG allowing you to anything, i.e., its roots
2. Traveller as a very specific, historical campaign setting which it had
grown into
The two really pulled us in a lot of opposite directions. FF&S and World
Tamers being an example of 1, and most of the sourcebooks being an example
of 2. For my money, the base rulebook itself was very painfully pulled in
both directions, trying to be welcoming to both ends of the spectrum and
maybe falling between both stools from time to time.
> I run my games more like a sandboxe with several stories running that the
> player's can bump into or forge their own if they so choose.
That's kind of the way I ran my campaign. And the different campaign
groups would impact each other's storylines in very entertaining ways,
blundering into each other's operations and screwing things up, etc.