GamerDude said:
WoD and stuff = Kill things, role play, get some XP to level maybe you got some wealth or gear. A bit more on "mission accomplished?" than "kill things, get XP, level" in part because there are no classes or levels.
More like "WoD and stuff = discover shadows within shadows, secrets within secrets, and desperate horrors - none moreso than the horror of slow degeneration as the decisions you make lead to your committing dreadful acts to resolve the plot."
Remember, I wrote WoD stuff. Mostly crunch, sure, but everything in WoD has to either generate a story or be a plot hook for a story. It's all about the stories, about resolving the conflicts in the plots, about developing the character - by deciding whether the character would prefer to be a person rather than a monster - and you can generate XPs through uncovering grim secrets best left untouched, through damned good in-character roleplaying and wrestling with your PC's conscience, through coming up with a brilliant plan that leaves even the Storyteller breathless with awe and surprise, through working as a team, or even just for the player turning up.
Now Traveller could somewhat uncharitably be described by comparison as "starship combat, spec trade, dice roll dice roll credits gold farm gold farm ooh Patron and a little bit of combat, credits, next system, starship combat ..."
Which is why I've always tried to incorporate some of the dramatic aspects of WoD into Traveller, not as random fluff in between the combat scenes but in order to get the players to immerse themselves in the setting.
I mean, what better way than, say, to introduce a rumour than to have some in character scene on board a Free Trader mid-Jump, when one of the crew (having just rolled Steward skill) just sits down and has a chat with the bored passenger in the passengers' mess, who happens to be a retired ex-Imperial Marine who remembers the last Frontier War, and the hidden Ancient base he found deep in the jungle on his last sortie ...
And how else to get the players involved to actually help out an Ally or Contact, or relative, in trouble than by having an in character convo with those connections? Of course the damned relatives keep getting into trouble. It's virtually the only way some Referees can get the players to think outside of "Right, let's find that broker. We've got some spec cargo to offload."
And by the way, anyone playing under me gets warned. If they think "Oh, not to worry, it's just an Ally. The Ref will conjure up a new one next scenario to replace her," I will shoot them myself.