Nice interview!
I had no idea the Traveller gigs are not the day-job. I assume it's not a 9-17 job. Either way, it puts me to shame with my flimsy attempts to write anything, besides a post in a forum or reddit. Yet I have mentioned before. I know a few semi-authors, and Martin (as a proven author) has tenfolds more capacity to produce quality writing.
In the interview, there is one very potent moment for me - that Traveller is a game where players have to make choices. The dice rolls are only a resolution to some of those choices. That is how we've always played in my group and perhaps that is why we were so attracted to Traveller when we've encountered it. The whole premise of the game is supplying players with tools - skills, with the generation system, and then equipment. With this inventory in their disposal, they have to apply it to a particular situation inflicted on them by the Ref or by themselves. And man, players do try to work it out.
Thanks to DnD, and perhaps other factors, the RPG niche is getting bigger nowadays. And a lot of new types of RPGs tend to appear. Some are novel, even interesting, but to my observation, many authors' desire to codify or structure the gameplay leads to fewer choices, in the meaning of finding a solution to a problem, and more rolls. And at the end, what the true potential, for me, of an RPG is the unstructured nature which a regular game otherwise imposes. A regular game is more of a card or board game. There is roleplay, roll resolutions, rewards, and so on, but with experience, the group would like to deviate from the loop. And many of those games fail outside that loop. Perhaps the short endurance is within their design.
Anyway, it's an important moment which supplies a game with, theoretically, unending thrills because of the unpredictable nature of the unstructured game. The enjoyment responsibility is shifted from the game system to the group itself. Yes, it's sometimes tougher job, but self-replenishing.
edit: clarity