Issue 11 (Feb/Mar 1981) includes an article called "A New Computer System for Traveller," written by someone called Martin Connell. What's interesting about this article is not so much its content but the rationale behind it:
Since Traveller was released in 1977, sporadic articles have appeared in various gaming magazines augmenting the basic system. These have added great new aspects to the game, but, through my own experience and through discussions with other players, I found that what everyone was most dissatisfied with was not any limitation of scope, but with the original computer rules. The computer system presented in Book 2 is slow, stupid, and grossly overweight. It's straight out of the 1960s. Truly representative of the far future, is it not?As you can see, the desire to keep a game "up to date" did not originate in the 21st century. There were always gamers who wanted to ensure their games were as "realistic" as possible by drawing on the latest information available. What's amusing about Martin Connell's effort, though, is the second paragraph of the article, explaining his methodology in "improving" Traveller's presentation of computers:
In this article I present a variant computer system based on what I see as trends in the industry and my own experience with computers. I preface this by saying that I am not a computer specialist. I am student of Mechanical Engineering. I have used an IBM 360, and IBM 3033, a PRIME, and several hobby computers. Several friends who are science majors were consulted.I don't mean to make fun of Mr Connell, but it's deeply funny nonetheless to read someone complain about Traveller's 1960s-style computers in 1981, which have now long since been superseded themselves. For myself, I've never really been bothered by Traveller's technological assumptions, which, while perhaps ridiculous from the standpoint of contemporary computing, make perfect sense within the context of the science fiction literature that inspired the game.
Playing Traveller has never -- for me anyway -- been about accurately predicting the future, technologically or otherwise. Rather, it was about emulating a particular type of SF, such as that found in the stories of Anderson, Piper, and others. In this respect, it's very similar to OD&D, which was also inspired by a particular set of writers and stories and which becomes all the more intelligible once you take this into account. It's a point that's frequently been lost on players and referees alike, who've criticized the game for not taking this or that into account and thus not "accurately" reflecting reality. To my way of thinking, Traveller is near-perfect in reflecting its fictional reality; it is its players who are often mistaken.