ShawnDriscoll said:
I don't think that is the case. Because, in general, players tend to create cliche (or trope) characters that don't belong in game settings. They just want to win, no matter the game setting. If you were talking about role-playing... real role-playing... then players would want to absorb everything they can about a game setting before starting in a session. Those players are extremely rare. They have to be made.
I'm not sure I fully agree, but even if the former isn't true, the latter - at least partially - is; the players want to win, and tend to be less willing to accept a 'script' than an actor in a TV series or a completely imaginary character in a novel. The key element of this relates to plot-holes and loopholes; most commonly, once you have created something, and established that it works,
you then have to come up with a reason not to use it whenever anything similar happens in the future.
I don't think that RPG players are more critical than 'generic' sci-fi audiences per se - you should see the nth degree detail in which the science some star wars or star trek films are dissected when I can assure you the director's thought process basically stopped as "because it looks cool" * - but that it's more obvious; because a group is being asked to interact with the universe and make decisions according to the rules of that universe, then any plot-holes which boil down to "
you can't do that in this setting because [reasons]" are basically shoved in your face.
To answer the original post, no, I don't think that's a problem. Either setting is 'higher tech' than today, but still close enough to be more-or-less comprehensible (rather than some of the extreme transhuman stuff like The Culture). To A.N.Other potential player with no real RPG experience, Traveller is less relevant simply because it's not very well known as a setting. If you play tabletop RPGs, then yes, I'd give you a good 1/3 chance or more of knowing about it, but for newer players to a gaming community it doesn't have the awareness tagged to it that 'A Star Wars game' or 'A Star Trek game' has - or, for that matter 'D&D in space' would. "Basically Firefly The RPG" is the most reliable way I've come up with to explain it.
* See, for an example, the number of warship variants and rules in Babylon 5 Wars ship designs which exist to explain away what Babylonian Productions have freely admitted were CGI errors (like "their interceptors are disabled!" "good, now fire forward batteries!" [fires beam laser not susceptible to interceptor defensive fire in the first place] or in some cases where an entirely wrong ship model was used [Centauri gunship drops out of hyperspace and takes out an undamaged Narn heavy cruiser in one pass])