I only discovered how great Traveller is about 6 months ago (though I had heard about it before then). However, I found the sheer volume of material and divergent settings a little overwhelming (I like to feel I have a solid grasp on a setting before I run it). Plus, I was attracted to the earliest nature of traveller as a rule system to create your own setting. So using most of the Traveller conventions (a powerful centralized authority, jump drives, no FTL communication, etc...) I crafted my own setting where the Imperium is a cross between the Roman empire and Vorkosiga from Luis Bujold's Miles Vorkosigan novels.
But I prefer more opportunity for exploration, and small scale conflict, so the region of human colonized space is only about 900+ parsecs of space with 9 major interstellar polities of differing size and governments within that area. The imperium is the largest, but it's previous grip upon technological superiority has been exhausted by re-occuring conflicts on its borders and from internal successionist movements (which produced one of the newest polities) as well as a cold war between it and the 2nd largest polity - the Confederation of Allied Systems. There are some aliens but they aren't from Traveller's canon and their presence in human space is low (and humans haven't explored into their territory so they aren't included in the 900+ parsecs I mentioned above).
One of the biggest differences is that there isn't the large range of technology levels. Other than cutting edge stuff produced by the Andirian Neutral Systems (they're kind of like the Swiss and trade to everybody) and the very rare Ancient Tech (which no common persons are aware of - it's been hushed up), there is essentially a standard level of technology and older antique pieces of tech still working and being patched at the edges and frontiers.
Secrets and the ongoing effects of history (especially wars and social movements like SSFI - The Society for Sophont Freedom and Independence) are a big part of the setting and the PCs are just starting to become aware of that. One of the advantages of freeing myself from the Traveller history at large is I can alter a few things I never liked - like the darn 8 x 10 subsector grid - I use 10 x 10 myself and it's so much easier to calculate with (see a test example of this at http://www.tiltedworld.com/games/traveller/traveller_map.html).
Lastly, though I've borrowed a lot of stats and mechanics (especially ship design) from Gurps Traveller and CT, I'm using a homebrew system with FUDGE dice (note, the system itself is not FUDGE based). It keeps things like combat resolution a little simpler than CT (no tables to roll on) and a lot simplier than GURPS so my players like it.
Anyway I greatly enjoy reading about all the Traveller canon but since I never played within the setting before it doesn't have the same level of "realness" to me. Something I have created and can improvise on is so much more accessible than the volume of information available in the Library Data Files (one could almost do a dissertation on Traveller canon and history).
But I prefer more opportunity for exploration, and small scale conflict, so the region of human colonized space is only about 900+ parsecs of space with 9 major interstellar polities of differing size and governments within that area. The imperium is the largest, but it's previous grip upon technological superiority has been exhausted by re-occuring conflicts on its borders and from internal successionist movements (which produced one of the newest polities) as well as a cold war between it and the 2nd largest polity - the Confederation of Allied Systems. There are some aliens but they aren't from Traveller's canon and their presence in human space is low (and humans haven't explored into their territory so they aren't included in the 900+ parsecs I mentioned above).
One of the biggest differences is that there isn't the large range of technology levels. Other than cutting edge stuff produced by the Andirian Neutral Systems (they're kind of like the Swiss and trade to everybody) and the very rare Ancient Tech (which no common persons are aware of - it's been hushed up), there is essentially a standard level of technology and older antique pieces of tech still working and being patched at the edges and frontiers.
Secrets and the ongoing effects of history (especially wars and social movements like SSFI - The Society for Sophont Freedom and Independence) are a big part of the setting and the PCs are just starting to become aware of that. One of the advantages of freeing myself from the Traveller history at large is I can alter a few things I never liked - like the darn 8 x 10 subsector grid - I use 10 x 10 myself and it's so much easier to calculate with (see a test example of this at http://www.tiltedworld.com/games/traveller/traveller_map.html).
Lastly, though I've borrowed a lot of stats and mechanics (especially ship design) from Gurps Traveller and CT, I'm using a homebrew system with FUDGE dice (note, the system itself is not FUDGE based). It keeps things like combat resolution a little simpler than CT (no tables to roll on) and a lot simplier than GURPS so my players like it.
Anyway I greatly enjoy reading about all the Traveller canon but since I never played within the setting before it doesn't have the same level of "realness" to me. Something I have created and can improvise on is so much more accessible than the volume of information available in the Library Data Files (one could almost do a dissertation on Traveller canon and history).