I'm in the exciting process of getting back involved in Traveller after an almost 15-year absence. One thing I remembered liking most was the character generation process, of course. I love the idea of playing characters that already have skills and backgrounds, rather than the old "experience level" way of roleplaying.
I remember when I used to play my friends and I would always allow a character to be in more than one profession if the player desired. Thus, if you failed to re-enlist after two terms in the navy you could head off and join the scouts. Re-reading the classic traveller rules that seems to be a no-no. In many ways I like this restriction, as it reduces instances of over-powerful characters. On the other hand, multiple careers allows you to create more of a narrative for your character's background... ("kicked out of the navy after two years, Moogi decides to join the scout service where, alone in his ship, he can brood about the dishonourable discharge he should have avoided...")
Do most Classic Traveller GMs follow the one-profession rule to the letter?
Hans Koch
I remember when I used to play my friends and I would always allow a character to be in more than one profession if the player desired. Thus, if you failed to re-enlist after two terms in the navy you could head off and join the scouts. Re-reading the classic traveller rules that seems to be a no-no. In many ways I like this restriction, as it reduces instances of over-powerful characters. On the other hand, multiple careers allows you to create more of a narrative for your character's background... ("kicked out of the navy after two years, Moogi decides to join the scout service where, alone in his ship, he can brood about the dishonourable discharge he should have avoided...")
Do most Classic Traveller GMs follow the one-profession rule to the letter?
Hans Koch