No, if they are done correctly, players should really not feel the rules very much at all.Originally posted by Malenfant:
Rules are very much down to individual taste. I don't believe that they influence the feel of the setting itself though - ultimately they're pretty much all the same apart from in character generation, and all that does is determine how the player makes his character - it should be fairly straightfoward to make as close as dammit exactly the same character given any rule system though.
This is how you make a character.
Roll over such-n-such to complete this or that task.
That should honestly be about it.
My core rpg philosophy is that players should play and the ref should rule.

But it matters for the ref a lot.
No the rules do not impact the setting directly.
However, I believe that Traveller is more than just a mileu in which to play.
I think that the rules are important too.
I started out with Megatraveller from D&D and it blew me away from a mechanics point of view.
1. A d6 based simple Task System -- The UTP was like an epiphany after the endless pages of charts I had grown use to with AD&D. Everything is a task. There are modifiers to the task but in the end it all just a task.
2. The idea that armor is not a To-Hit modifier. It reduces damage. The pen/atten was a bit complex and smacked off wargaming overkill but damn it was elegant.
3. Lifepath based chargen focused around careers. This was a revolution after the random D&D set of no background and the point based giveaway almost of other systems. BTW, if a quickchargen can also quickly forge an idea of the characters past life then that would completely work in my opinion.
4. Tools for a referee to create everything from a grav bike to a starship from a planet to the sector of space it exists in with a few dice rolls and have the results to be somewhat consistent.
Am I blind to that version's failings?
Heck no.
Tons of errata.
Design system that ticked off old-school gearheads.
The mileu tied into the player's handbook and the referee manual through sideline nuggets re-inforcing a mileu change a lot of old-timers did not dig.
An experience system with a random dice roll element which made players hurl dice at the ref's head.
Still, I guess another question for another thread is how the GURPS game mechanics fit into the CT/MT feel for playing?