On Wed, Nov 5, 2014 at 8:18 PM, Kelly St. Clair <kellys@efn.org> wrote:
Personally, rather than going to all that time, (possible) expense, and hassle, I'd be much more inclined to sell the hulk for scrap, pocket the money and move on.  Especially since the group already HAS the use of a working starship (even if it does smell like feet).

But perhaps I'm not thinking enough like an adventurer. :p



Every Traveller group I ever ran was always on the lookout for a bigger/more heavily armed/faster - e.g. "better" - ship.

This does not - of course - make any real sense. Beyond a certain point, all you're doing by upgrading your ride is attracting unwanted attention from the local/Imperial military.

But that's still the way it's always worked.

And still works: I'm currently running one guy (who has only ever before played D&D) in a game based heavily on Traveller (but actually using the Savage Worlds rules system). And he's already scheming to secure a "better" ship.


--
Richard Aiken

"Never insult anyone by accident."  Robert A. Heinlein
"A word to the wise ain't necessary -- it's the stupid ones that need the advice." - Bill Cosby
"We know a little about a lot of things; just enough to make us dangerous." Dean Winchester