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June 11th, 2016, 01:52 AM
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Is it possible to enlist after a character is generated?
This has come up in a current game. A player with an extant character wants to join the Scout service. While I see no problem with someone doing something like this so long as they meet the initial requirements (with age restrictions of course), what do others think?
After all, throughout history militaries and such have allowed people far older than 18 (and even younger) to sign up for service. Is this possible in the game?
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June 11th, 2016, 02:33 AM
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Is he just wanting to take the PC out of play for 4 years while he gets more skills (and maybe a scout ship)?
Or is he wanting to have his character functioning as a Scout while still having the PC involved in adventures (having you run Scout Service assigned missions, I suspect)?
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June 11th, 2016, 03:01 AM
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The later. The game is in progress and he wants to get a scout ship... Not that that will happen... but, joining the scouts would at least make it possible...
Horrible how you enlist and the recruiter "lied" to you... 
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June 11th, 2016, 03:27 AM
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THe rules in CT and MT do not allow for second careers at all; later editions usually include a DM-2 for over 19.
Mix-n-match is a standard behavior for Traveller refs.
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June 11th, 2016, 03:39 AM
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I would say kill the character off and then let the player join the Scouts and see if he survives long enough to have a try at a ship. I do not like players to try to change horses in the middle of the game.
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June 11th, 2016, 06:12 AM
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Sure, why not?
Char gen covers what happens in char gen, not in play.
You have a character who finds himself without a job. The Scouts looks promising, so he applies for a job. The referee now decides if the Scouts want him or not. Just like any other job, ticket, or adventure the character wants to have a go at...
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June 11th, 2016, 07:17 AM
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If it fits in with the game then why not! Maybe the player can convince another to join up as well. If it produces adventures that you are willing to run and they are willing to play, then that's a win for roleplaying if you ask me.
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June 11th, 2016, 08:54 AM
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Citizen: SOC-14
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Rules say NO for character generation (In Classic Traveller) but everything after Chargen is for the Ref to decide.
One might wonder about his motives ... why not roll up a Scout and be a scout, but nothing prohibits it.
IMTU I would allow it in a heartbeat, but I fold, bend and spindle rules to fit my mood. My only two rules are
1. Don't break the 2d6 curve with modifiers.
2. Have fun.
An ex-Merchant (or whatever) joining the Scouts does not break either of MY rules.
So my advice is: See RULE #2.
Last edited by atpollard; June 11th, 2016 at 09:23 AM..
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June 11th, 2016, 09:02 AM
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Ask him how he feels about spending four years assigned to an X-Boat tender on routine duties. 
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June 11th, 2016, 09:30 AM
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Citizen: SOC-14
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Quote:
Originally Posted by welsh
Ask him how he feels about spending four years assigned to an X-Boat tender on routine duties. 
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'Routine Duties' ...
like dealing with the armed pilot who has been isolated for way to long,
fighting off a pirate boarding party,
dealing with a group of adventurers in a free trader hired to erase some data from the tender's computer before the next x-boat comes,
dealing with damage control after a bad jump leads to an x-boat colliding with the tender,
entertaining an MOOT being transported to Subsector from core with sealed orders (on the quiet)
emergency medical assistance for a Type S that comes in with battle damage and an unconscious pilot.
Those sort of routine duties? 
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