Another sleepless night

:rant:
A lot of scifi I read in the late 70s and 80s had experimental psychology or even psychiatric overtones, and it wasn't until I read the Keith Brothers Carrier series, or even Mack Maloney's Wingman series, did I get a taste of prose that moved well, was descriptive, and emphasized plot and story verse some proselytizing about thought processes.
It is the large reason I'm not a Star Wars fan in spite of my adoration of the art injected into the films, which makes that environment enticing. Apart from space samurai with schizophrenic "powers" and WW2 dogfights in space, Yoda has his "anger, fear, aggression" diatribe, which to me is more mental health nonsense (without stepping into politics and religion or other pit territory).
Traveller, in all its iterations, has an element of that, but unlike books by Harrison, Le Guinn, Eklund or some others, the game doesn't push going after bad guys with abnormal psychology, but addressing scenarios that may or may not have a component of law enforcement in them which could, but doesn't necessitate, some NPC who's gone off the deep end. The Kinunir's computer may have gone off the deep end, fine, but you still need to haul that beast back to a starport.
I'm an "adventure in space" kind of guy. And where I may have been weened on scifi that had some of those previous themes, I prefer straight narratives. I guess I was born too late for the high adventure pulp from the 60s, and I was really interested in reading about historical pirates, cowboys and a lot of other mainstream stuff, so I read Trek novels, an occasional SW novel, and they had a distinctly different flavor from the pulps (the Han solo trilogy from the 80s, BTW, is a very fun read).
Having said all that, I find it odd that the game has foils / rapiers, cutlasses, broadswords and the like. But whatever. That's kind of what the game is, and I tend to forget that.
I'm going to bow out of my thread, but want to thank everyone who replied.