On 05Jul2020 0952, xxxxxx@gmail.com wrote: > And even if involuntary drafts make sense. they'd still only > typically run half or one whole Traveller hitch (a Swedish friend was > in their Air Force unit - kind of like Rangers - that worked in teams > of 7 to 11 members with a dog - that were let loose in the rough > lands around airbases if their was a crisis as they expected to have > to hunt and kill Spetsnaz infiltrators - so they learned tracking, > small unit combat, comms, animal handling, etc - 1 or 2 years > training, a couple of years of active duty with the teams). > After that, you should have a choice.... nothing in the real world > precludes me from applying for 20 careers and prior failures don't > impact my chances. > Again, if you want to allow people to build towards what they want. > If your goal is to place something in front of them that they will be > challenged to do something with, that's another perspective. Remember, Traveller character generation is *not* a model of how the population at large does things. It's a way of generating characters to play in an RPG. What we do know from the LBBs is that the PCs are exceptional for one reason - they quit their career and even if rich enough to do so, chose not to retire. That tells us that this is not the modern western world, but one where most people do one thing until they retire. In Classic Traveller Vargr had an exception and were allowed one career change. That shows how rare it must be for everyone else. MegaTraveller was the same, though both's extended chargen had going through tertiary education as an option as part of the first term. Now, TNE allowed career changes, along with choosing skills and a number of other not-Traveller things. Mongoose Traveller allows a career change (and borrows the idea of involuntary career changes from TNE). -- Rupert Boleyn <xxxxxx@gmail.com>