Originally posted by DrSkull:
Speaking as a play-tester, from what I can see the T20 game is meant to be a playable d20 game that is meant to be an end unto itself.
There are many versions of Traveller, but the only one in print as of this moment is GURPS, and T20 is in no wise connected to GURPS and it is not an aim of T20 to get people to play GURPS (horribile dictu!).
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As for the question as to whether it is a means to get d20 players/D&D players to play in the Traveller universe. Well, no more than Star Wars d20 is a nefarious plot to get people to play in the Star Wars universe. The Traveller universe is a well-developed game universe and it is a fun place to adventure.
With all respect to Dr. Skull's point of view, T20 is not JUST a d20 game as an end to itself. It is both a near-standalone D20 (you need a 3E PH, or some other d20 core rulebook by TSR which we aren't allowed to mention by name ... SW or WoT come to mind) and a supplement for CT-era play in the 1000-1050 period, focussed on the Gateway domain.
It seems to my playtest group as a playable (if slightly epic) ruleset, well tied into its millieu, again, in an epic manner. It supports the most common modes of traveller play, with travelleresque (and often CT and/or MT adaptable) rules in a modular format. Certain players find the problem being that by 12th level, the difficulties seem a tad low... but that was 6months+ play, covering over 1 year in play, and the lowest starting level was 4th.
D20 players will find many familiar systems. CT Players will find some familiar systems, and some that have been tweaked. USP's can be taken out of T20 design sequences (easier than from Bk 2, as T20 USES USP factors). Trade and commerce is based upon a much improved variant of Bk 2 T&C, with concessions to Bk7 realities and even to Hard Times Specie currency.
It will make it easier to convert D20 players to CT, and CT players to D20, as well as being a stand-alone with supplement useability for other editions of Traveller.