Hello Greg Chalik,
First, I apologize for continuing this what is, in my opinion, off the topic Tracking spaceships in Jump TU, was: Instant City. Next, under the definitions in Traveller only starships can jump between starships.
I do not consider placing myself in harms way or the possibly of doing so to be an adventure
The SEALs deployed in hostile country are not having an adventure since one tiny mistake can compromise the mission and/or get them killed. While in route to their mission area they are passengers on the transport vehicle and depending on how long the trip they will eat, sleep, and go over the plan trying to minimize the risks, When not deployed they are at their base standing watches, training, and go home.
Naval aviators taking-off and landing on the flight deck, by your definition, have more adventure, by what I think is your definition, than the SEALs every time they fly. Once in the air all sorts of events can occur that have the potential to kill them. That is a different mind set and personality.
Volunteering to serve on a vessel designed to sink itself, stay sunk for days making holes in the ocean, and at the end re-float itself to return to port is a different mind set and personality. Heck, just going to sea in or out of the military takes a different mind set and personality.
Climbing a mountain, while potentially dangerous, any type of racing such as in cars, planes, ships, or any other device is an adventure in my opinion. Doing a job that has the potential to kill you is not an adventure in my book whether of not you stand your watch or punch the time clock then go home or hit the bunk/bed.
You have admitted that there are some things not in your sphere of knowledge, in my opinion this is one of those areas unless you have put time in the military or other job that has the potential of causing your death.
Finally, when I started, like a lot of people, playing D&D and transitioned to Traveller I noticed there was a better chance of killing off characters than a miss-jump in Traveller. I have also found that, in the about fifteen game sessions I played in, there was a better chance of loosing the entire party with or without the possiblity of a miss-jump in the mix.
Tom R
From: "Greg Chalik" <mrg3105@gmail.com>
To: "TML" <xxxxxx@simplelists.com>
Sent: Wednesday, February 17, 2016 1:47:31 AM
Subject: Re: [TML]Tracking spaceships inJump TU, was: Instantcity
Most people in any of the World's navies do their watch and go home/bunk. I very much doubt if any officer or enlisted are looking for 'adventure' aside from the shore-leave type, avoiding either local police or MPs, and local criminals also.
On duty, most navy people expect predictable SOP behaviour. In fact, that is the training.
SEALs require a somewhat different personality dictated by the nature of their expected operating environment and mission profiles.
Marines are likewise attracted to their service for entirely different reasons to those the sailors have in choosing the naval service.
It seems to me that the PCs aim should be stated before the adventure in such a way that would suggest they will, or at least should try to, survive the adventure. At a guess the most 'adventurous' of people in this world are high stakes bank robbers. Even these expect to get away with proceeds of crime to retire somewhere with a false identity.
IMHO it is not a mark of a good GM who continuously exposes, or allows PCs to expose themselves to, hair's-breadth-away-from-death experiences. Even war is
"Months of boredom punctuated by moments of terror." (November 1914) I think though that many GMs run their adventures like a sit-com, where something MUST be happening all the time because they MUST hold the audience's attention to get the ratings before the news comes on. I think much of the adventure should be boring and mundane. Even spies in warzones do not sweat adrenaline 24/7.
Most people here will probably disagree
Greg
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