Deep, deep, deep space exploration was one of the options discussed. If you combine it with carving out your own area of space, it does indeed become a different game - but is it still Traveller? Which begs the question... what is Traveller?
I can tell you what it isn't.
It isn't just a re-imaged Third Imperium, ripping off Star Wars and Dune (although we've all done that

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Go back to 77
Traveller covers a unique facet of future society: the concept that expanding technology will enable man to reach the stars, and to populate the worlds which orbit them. Nonetheless, communication will be reduced to the level of the 18th Century, reduced to the speed of transportation. The result will be a large (bordering ultimately on the infinite) universe, ripe for the bold adventurer’s travels. Using this three-book set, players are capable of playing single scenarios or entire campaigns set in virtually any science fiction theme. We have tried to make these rules as complete as possible, with provisions for both solitaire and unsupervised play. But, the main thrust of the game has been that of refereed or umpired scenarios and campaigns. The use of a separate, independent referee allows a large degree of flexibility and continuity often not possible of the players themselves control the game.
In addition, the referee inserts some measure of uncertainty in the minds of the players as they travel through the universe.
By 81 this had become:
Traveller deals with a common theme of science-fiction: the concept that an expanding technology will enable us to reach the stars and to populate the worlds which orbit them. The major problem, however, will be that communication, be it political, diplomatic, commercial, or private, will be reduced to the level of the 18th century, reduced to the speed of transportation. The result is a large (bordering on the infinite) universe ripe for the adventurer's bold travels. Using this set of three books, players can play single scenarios or entire adventuring campaigns set in any science-fiction situation. These game rules are as complete as they could be and provide for solitaire and unsupervised play. But the main thrust of the game is the refereed or umpired situation. An independent referee allows a large degree of flexibility and continuity often not possible when players themselves control the game. A referee inserts some measure of uncertainty in the minds of the players as they travel through the universe.
Finally, the referee deals with new situations that these rules may not cover; after all, no set of rules can totally define the universe and how it works.
Both editions agreed that:
Crucial to the continuing campaign is the referee; he actually creates a universe, and then catalogs the creatures and societies which populate it.
In order to begin, the referee creates a star map and generates the specifics of the worlds noted on it (Book 3 gives details for this procedure).
Initially, however, only clues (sometimes misleading or false) as to the nature of the universe will be available to the players.
The referee may also indicate possible quests for the characters, using rumor, barroom conversation, or so-called general knowledge. For example, rumor may indicate the sources of potential wealth or power; subtle or not-so-subtle clues might exist which could lead to devices or techniques to save the world from cataclysm.
The possibilities are endless.
In any case, the referee can make or break a campaign, as it is his imagination which the other players use as a springboard to adventure.
The referee is responsible for maintaining the master maps and charts of the universe, and for determining the various effects of natural forces, chance, and non-player characters on the adventures.
He must settle disputes concerning the rules (and may use his own imagination in doing so, rather than strictly adhering to the letter of the rules). He also acts as go-between when characters secretly or solitarily act against the world or their comrades.
Crucial to the continuing campaign is the referee; he or she actually creates a universe and then catalogs the creatures and societies which populate it. In order to begin, the referee creates a star map of a subsector and generates the specific details of the worlds within it. Initially, however, only clues (sometimes false or misleading) as to the nature of the universe are available to the players.
The referee may also indicate possible quests for characters through the use of rumors, barroom conversations, and so-called general knowledge. For example, a rumor may indicate the source of potential wealth or power; not-so-subtle clues may exist which could lead to devices or techniques to save the world from cataclysm. The possibilities are endless.
In any case, the referee can make or break a campaign, as it is his imagination that the other players use as a springboard to adventure. The referee is responsible for maintaining the master maps and charts of the universe, and for determining the various effects of natural forces, chance, and non-player characters on the adventurers.
The referee must settle disputes about the rules (and may use his own imagination while doing so, rather than strictly adhering to the letter of the rules).
Finally 81 had the best footnote to the game
Traveller is necessarily a framework describing the barest of essentials for an infinite universe; obviously rules which could cover every aspect of every possible action would be far larger than these three booklets. A group involved in playing a scenario or campaign can make their adventures more elaborate, more detailed, more interesting, with the input of a great deal of imagination.
The greatest burden, of course, falls on the referee, who must create entire worlds and societies through which the players will roam.
One very interesting source of assistance for this task is the existing science-fiction literature. Virtually anything mentioned in a story or article can be transferred to the Traveller environment. Orbital cities, nuclear war, alien societies, puzzles, enigmas, absolutely anything can occur, with imagination being the only limit.
The players themselves have a burden almost equal to that of the referee: they must move, act, travel in search of their own goals. The typical methods used in life by 20th century Terrans (thrift, dedication, and hard work) do not work in Traveller; instead,
travellers must boldly plan and execute daring schemes for the acquisition of wealth and power. As for the referee, modern science-fiction tradition provides many ideas and concepts to be imitated.
Above all, the players and the referees must work together. Care must be taken that the referee does not simply lay fortunes in the path of the players, but the situation is not primarily an adversary relationship. The referee simply administers the rules in situations where the players themselves have an incomplete understanding of the universe. The results should reflect a consistent reality.
Welcome to the universe of Traveller