On Wed, Feb 17, 2016 at 8:59 PM, Greg Chalik <mrg3105@gmail.com> wrote:

Tom,

I have know enough people in the military to speak with some authority. For most its a job, and one they train to do well. Adventurous types that seek some sort of a thrill are not welcome.

SEAL training is famous for physical selection, but few know about the psych tests which is the reason most drop out. A SEAL, for that matter all covert operatives, are required to at the same time have an iron will and a very elastic mindset ever contemplating alternative courses of action based on changes EXPECTED to occur during a mission. They will follow SOPs, but must be prepared to improvise at a drop of a hat. This is not 'adventure' but survival. Traveller is a game, but a good GM can teach PCs how to survive also, rather than have a memorable 'death'.

This was my point.

A misjump in canon is not an 'adventure' but certain death with no out option. It is a game feature incompatible with Traveller design thinking as I knew it in the 80s. It is therefore something to be fixed, because no group of PCs would want to be told 'game over, all dead from boredom'.

So very much on topic.

Greg


This is why we have a GM. The GM rules not the dice. 

--
Douglas E Knapp, MSAOM, LAc.