Most of them died in the first three terms.
Spoken like someone who's used to not using the hard Survival rule! :devil:
Yep, with many Traveller careers, there is less than a 50% chance that the character will survive through Term 3.
This is the chicken factor we've been speaking of. This isn't a bad thing. This is how Traveller characters enter the game at age 22 or 26. This is how you get a
young character!
Let's say you really want to play a pilot, but your GM is me. You already know I'm not going to fudge it. You'll start at 18 years old, make your choices and make your rolls. And, we'll both cross our fingers that you get what you want.
So, getting the Pilot skill is important to you, yes? It's not automatic. I won't just slap it your way to make you happy. You've got to
earn it in chargen.
OK. So, chargen begins. You're accepted into the career of your choice. You roll your term, and, damn, you miss getting the Pilot skill.
You want to go another term? Sure, you do. Let's try it again.
Back we go through the term. You make survival. And, what do you know! You're a Pilot! Yippeee! You did it, man! You did it!
Good for you! Excellent!
Now... The big question is... Do you want to try to reenlist? If you do, you've got to face rolling Survival again, and if you brick survival, then its bye-bye Mr. Pilot. Hello, I've-got-to-try-again-to-be-a-pilot character.
Do you wanna, huh?
Do you wanna?
I wanna, but do you wanna?
Chicken Factor. You want to play the Pilot. You've got a pilot. You're 26 years old. But, you've beat the fates twice.
Do you want to really risk your pilot when your next character might not become a pilot (because it ain't easy to roll a pilot).
This is the chicken factor.
And, on the flip side, how much do you think this character will value his pilot? Had I just given him the pilot skill, then there's no real appreciation at all. Heck, the GM will give me what I want to keep us all happy.
But, no, when it comes to Traveller, I'm strict. I play it by the rules. You want a pilot? You've got to roll it. Otherwise, you don't get a pilot.
You want a lot of skills, ok, but you've got to survive past the Survival throw, or your character is tits-up.
How much are you willing to risk?
You get real lucky on stats. They're all very high. How many terms are you going to go with him, risking death each term, before the chicken factor kicks in.
And, the flip side of this happens too. You roll horrible stats. Let's get this guy killed so you can start over with someone you like.
See, this last part tips its hat to the character-point-builders out there. If you don't like what you start with, there's a good chance you can kill him and start fresh.
That's kind of a built-in mechanic that ensure player characters are a bit better than average joes.
You've got one physical stat a 2 and another at 3? Let's kill this guy and start fresh with some better stats.*
*As a neat side note, when this has happened in the past with my gamers, we would keep track of any characters who were killed off this way. Then, we'd use them as family members of the final player character that was used in the game.
The killed off characters could be parents, siblings, or someone down the family tree. One time, I had a player with a Solomani character, and we worked out this neat background for him where one of the killed Army characters was a participant in the US Civil War! That was kinda neat, and it added some good background depth to the PC (knowing his family history for a couple thousand years).
**And, I would always keep the killed off characters and use them as NPCs later in the game. I may tweak 'em a bit to fit my needs in the game, but I didn't waste that work. I kept it in a box, and sometimes when I needed an NPC on the spot, I'd quickly flip through the sheets in the box, pulling out a fairly-fleshed out NPC for use in the game immediately.