Perhaps more sex is needed to market Traveller to the kiddies...
I know you're joking but no, no, a thousand times no. The degenerates and their "magical realms" can stay in D&D. No gratuitous 18+ or overly suggestive content in Traveller. If that's the tool used for marketing, that's the people who it will attract. Han Solo was in a platonic life partner relationship with Chewbacca until Princess Leia had to go break up their bromance, after she went and kissed her brother, the little minx. Why yes, I am telling you how I really feel, thanks for asking!
But seriously, the art doesn't have to be bland or deliberately un-sexy, the artists don't have to Brie Larson anyone's butt or anything, but deliberately racy art isn't a part of Traveller's aesthetic, the way it's a part of Cyberpunk's, for example. It's best if it's understated.
You can't go three steps on the internet without tripping over some young cat leaving Hasbro and D&D
Why not Traveller? Makes you wonder what 'it' factor it is missing.
@Micky @MongooseMatt For a long time it was cover art. Classic Traveller didn't have have any, and when Traveller did have cover art, a lot of it was meh. Another thing is that Traveller is so broad that it's difficult to tell people who are completely new to it "you are this, doing this, in this place". I have had a lot of trouble with this when called upon to give people a succinct description of what Traveller is about. Remember that the question one is really answering is "why should I as a new player invest time, money, and effort into this new unfamiliar game?"
Example answers:
Star Wars: "...because you get to play plucky rebels fighting an evil galactic empire, just like in Star Wars."
D&D: "...because you get to play bold adventurers battling for fortune and glory in a magical fantastic medieval world, like Lord of the Rings."
Call of Cthulhu: "...because you get to play bold investigators battling eldritch gods threatening our world in the 1920's, and they go insane!"
Dune: "...because you get to play swashbuckling noble warriors going on adventures to gain wealth and power and bring their noble houses to greatness in a vast science fantasy empire."
Alien: "...because you get to go on dark dangerous gritty sci-fi adventures where people get et by aliens, just like Alien."
Firefly: "...because you get to play a gritty crew of space rogues going on adventures and fighting for survival against an evil government."
But then there's Traveller: "...because get to play pretty much anyone you want, doing whatever you want, in a vast science fiction setting of thousands of different worlds."
There's no exciting hook. There's no emotional grip, no exciting defined concept that gives someone with no understanding of Traveller a good interesting attractive idea of what they'll be doing that makes them think "yes, I want to play that game!"
That's what's missing.
Now, we Travelleros know that we can do all of the above in Traveller. Our characters can fight evil empires, make alien first contact, go on Conan-style sword and sandal adventures on a low tech world, fight bizarre alien entities, investigate mysteries, or go on dangerous adventures to bring our noble houses more power and glory.
But new players simply don't know that, and they don't know enough about Traveller to figure it out. And, explaining it to them will only turn them off, because it makes Traveller sound boring and complicated. It's like an elevator pitch; you hook them in the first few sentences or they're done. I got around this by explaining Traveller as something like "...a vast galactic empire of thousands of different worlds, where the H-bombs of the Emperor's war fleets are the only law." Note that I used words like empire instead of "Imperium" (no one knows what that means), H-bombs instead of "nuclear warheads" and "war fleets" instead of "Navy" and the juxtaposition of H-bombs/Emperor/war fleets and "law". All dramatic, loaded words. It immediately engages the reader with an emotional response either for or against such a dangerous unjust state of affairs. It packs a different punch than "...a remote monarchy that rules the space between that stars, while autonomous worlds rule themselves, blah blah blah, complicated boring." You're the professionals, I'm not, but I'm sharing my experiences and reactions to hopefully contribute to Mongoose's understanding of the customer. GDW had a similar issue. The original Twilight 2000, a game absolutely full of dangerous adventure, featured a bunch of troops standing around in front of a Humvee. They could've been on a training exercise instead of fighting for survival in WW3.
So if it were up to me...
I'd pick the three most exciting aspects of the Charted Space setting and emphasize them in the cover art, the back cover blurbs, and supporting adventures (new players don't know enough to make their own adventures). Make sure that supporting Traveller resources like travellermap.com and the travellerwiki are clearly identified in the core rulebook, with an illustration or sidebar that talks them up and describes how useful they are. Put some kind of "how to create your own adventures" section in the core rulebook to support new players.
War, space and ground.
Gritty Space Rogues.
Aliens and strange new worlds and adventures.
Go all out on the cover art for the core books, like Frank Frazetta etc. level cover art.
https://www.mongoosepublishing.com/products/traveller-core-rulebook-update-2022
This cover art tells me with a single glance there are spaceships, scifi planets, adventurers, conflict, swordfights, and alien beings. The adventurer in the center looks upward into the distance, strongly suggesting bold action and adventure. But, the aliens are meh. New players aren't going to know what a Hiver is and they won't relate, but they will recognize a Vargr as a "dog-guy", and a lot of people like dogs, so they'll relate. Instead of the robot, a beautiful action-oriented woman in a decently formfitting spacesuit would've been more relatable (no passive passenger princesses, but what about a mercenary noblewoman?). Guys will relate because she's a beautiful woman, and girls will relate because she's a beautiful high status action-oriented woman. The color scheme is a bit washed out, needs more contrast. Catch the viewer's eye. Get
@MongooseBella to weigh in on which representations of women are most eye-catching and interesting for potential female players. Let illustrations speak to potential players, instead of to those who already know.
https://www.mongoosepublishing.com/products/traveller-referees-screen-update-2024
Great quality art, better than other two examples here. The woman is beautiful, with a positive yet mysterious expression on her face that challenges and engages the viewer. The detail of her face and the Vargr character's face are great, really great. At a glance, this illustration shows me alien planets, spacesuits, spaceships, aliens, and a guy in a dramatic dynamic pose that suggests action and going on dynamic adventures.
https://www.mongoosepublishing.com/products/mercenary-box-set
At a glance this cover art tells me there's battle action, aliens, jetpack armor, girls, cybernetics, and cybernetic girls. See what I mean?
People perceive visual information extremely quickly in a kind of gestalt way and have an immediate emotional reaction. Use this to Traveller's advantage. Inspire people to pick up Traveller books in the shop because the artwork catches their eye and engages them. I'd even do some research into propaganda images and the techniques they use to inspire emotion and motivation in the viewer. Don't shy away from the dramatic.
Something else is have people visit local shops to make sure Traveller is placed as prominently as possible. Trusted volunteers hand-picked by Mongoose could go in and send a phone pics of Traveller items in shops, and then maybe Mongoose could talk to marketers or whoever does this kind of thing to see what can be arranged with shop managers to place Traveller core books with beautiful cover art prominently in the shop. I went to my FLGS and there were hardly any Traveller books, no core rulebooks, and the art was half hidden by the shelf. It was sad. This tells potential players that Traveller isn't popular, and inspires a general feeling of blah. Shops could be provided with posters and promotional materials for Traveller's 50th Anniversary release.
Have
SCIENCE FICTION ADVENTURE in the
FAR FUTURE! more prominent on the covers in addition to Traveller, because Traveller, while it truly encapsulates the nature of the game in a single word, it's a very neutral word which doesn't give the viewer a clear idea of its context.
Compare the neutral word Traveller to more meaning-heavy symbolic action words like:
Stormbringer
Alien (not action oriented, but creepy and inspires curiosity, what kind of alien?)
Champions (conflict and victory)
Superworld
Pathfinder (weak, but whatever)
Dungeons & Dragons (tells you exactly what it is, dungeons, spooky and dangerous, and dragons, fantastic and dangerous)
Runequest (there are magic runes and quests/adventures)
Anyway, just thoughts.
EDIT: And for goodness sake, when new players show up on this forum, we need to welcome them, be good to them, answer their questions with courtesy and camaraderie, make them feel welcome, and let them know they joined a great community, unlike certain other Traveller forums and/or mailing lists which clearly and repeatedly demonstrated the opposite. This concludes my TED talk.