Bayushi_seikuro
Hero
The character creation risk/reward is an interesting thing. My character (a scout) crashed a ship and started with stat damage - which I chose to use some of his mustering-out money to pay off. It's interesting that you can have it as a reason you need to adventure.In the somewhat recent past I played in a short-lived Mongoose Traveller campaign and a one-shot of the Risus Traveller variant, Freelance Traveller.
The Mongoose Traveller campaign ended early because one person didn't understand the risk vs reward nature of careers during character creation (he ended up with a slightly imperfect character, threw a tantrum and quit) and two others didn't grasp the lethality of Traveller combat (their characters died because they tried playing Traveller like D&D, after which they hit the eject button). With only two of us left, the campaign folded.
As the game has progressed, speaking on the lethality of the combat and how you can't play it like D&D, Hob takes a beating like a champ. As a player, I know the danger I'm putting him in, but when I look back at it, he's just a rough-and-tumble guy who is clever and dashing - he'd almost be a better fit for a swashbuckling kind of game, but oddly when he does brash bold things, the dice just show up, and so it's become a thing in the group of 'it's time for Hob to do Hob <expletive>'. I mean, I've gotten him down to within points of being dead, but somehow he ends up making it.
As far as treating it like D&D... this system has been around long enough, most people I know of who know about it KNOW its lethality.






