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Adv. 4 Leviathan question

  • Thread starter Thread starter Black Globe Generator
  • Start date Start date
2-4601,

Please don't misunderstand me. This isn't a matter of 'right' or 'wrong' because there is no 'right' or 'wrong'.

The 'proper' balance between 'role-playing' and 'playing with rolls' will be different for different groups and even different for different campaigns for the same group!

This is a 'line' or 'scale' at work however. It ranges from a no-skill, pure story telling, free form style of play to a strictly simulationist style. Everyone plays at different spots along that line and all that matters is that they play.


Have fun,
Bill
 
2-4601,

Please don't misunderstand me. This isn't a matter of 'right' or 'wrong' because there is no 'right' or 'wrong'.

The 'proper' balance between 'role-playing' and 'playing with rolls' will be different for different groups and even different for different campaigns for the same group!

This is a 'line' or 'scale' at work however. It ranges from a no-skill, pure story telling, free form style of play to a strictly simulationist style. Everyone plays at different spots along that line and all that matters is that they play.


Have fun,
Bill
 
I prefer the basic character generation myself too, although I also add the special duty roll, and allow characters level 0 in most of the skills they have been exposed to on the skill charts.

I found that the extra skills added through the later books , and then again with MT, did little to enhance play.

Broad skills, plus imagination
 
I prefer the basic character generation myself too, although I also add the special duty roll, and allow characters level 0 in most of the skills they have been exposed to on the skill charts.

I found that the extra skills added through the later books , and then again with MT, did little to enhance play.

Broad skills, plus imagination
 
Originally posted by Bill Cameron:
It ranges from a no-skill, pure story telling, free form style of play to a strictly simulationist style.
Have fun,
Bill
Actually, I like CT Advanced CharGen. I like the "detail" it provides a character. I think those details add to role playing.

For example, if you knew this guy went four years and never made a promotion in three tries, then...hmmm...why didn't he make it? What was his obstacle? Himself?

Is he bitter about it?

I find these types of details provided in Advanced CharGen, the way an actor will find a role in a costume or a prop, very helpful in creating and playing an rpg character.

I'd vote that all CT careers have advanced chargen.

I typically only use Basic CharGen, though, to keep the level of "detail" consistent between all my players (unless I'm running a scenario where all characters are from the same career).
 
Originally posted by Bill Cameron:
It ranges from a no-skill, pure story telling, free form style of play to a strictly simulationist style.
Have fun,
Bill
Actually, I like CT Advanced CharGen. I like the "detail" it provides a character. I think those details add to role playing.

For example, if you knew this guy went four years and never made a promotion in three tries, then...hmmm...why didn't he make it? What was his obstacle? Himself?

Is he bitter about it?

I find these types of details provided in Advanced CharGen, the way an actor will find a role in a costume or a prop, very helpful in creating and playing an rpg character.

I'd vote that all CT careers have advanced chargen.

I typically only use Basic CharGen, though, to keep the level of "detail" consistent between all my players (unless I'm running a scenario where all characters are from the same career).
 
Originally posted by Sigg Oddra:
I found that the extra skills added through the later books , and then again with MT, did little to enhance play.

Broad skills, plus imagination
I liked the MT improvement of the concept of "included" and "serves as" and "minus one" skills, though. Using skills that way, in a less-specific way, makes them even more broad.

So, if a guy's got AutoRifle-3, I don't see any reason why that character can't pick up shotgun and use it as Shotgun-2.

That gives CT characters, with their sparse, broad skills, more realistic playability. (For me, anyway.)
 
Originally posted by Sigg Oddra:
I found that the extra skills added through the later books , and then again with MT, did little to enhance play.

Broad skills, plus imagination
I liked the MT improvement of the concept of "included" and "serves as" and "minus one" skills, though. Using skills that way, in a less-specific way, makes them even more broad.

So, if a guy's got AutoRifle-3, I don't see any reason why that character can't pick up shotgun and use it as Shotgun-2.

That gives CT characters, with their sparse, broad skills, more realistic playability. (For me, anyway.)
 
WJP,

The introduction of 'cascade', 'includes', and 'serves as' skills in MT was inspired. It ranks right up there with the task system IMHO.

I like puttering around with various chargens. It's a nice way to play with Traveller when you can't play Traveller. You've probably seen the NPCs I post occasionally to the TML. I love creating a somewhat plausible backstory for an odd 'raw rolled' character.

One such character was a sailor who was commissioned, promoted to LCDR, and received battledress and laser rifle skills all in two terms with a low INT and SOC stats! What a weird one!


Have fun,
Bill
 
WJP,

The introduction of 'cascade', 'includes', and 'serves as' skills in MT was inspired. It ranks right up there with the task system IMHO.

I like puttering around with various chargens. It's a nice way to play with Traveller when you can't play Traveller. You've probably seen the NPCs I post occasionally to the TML. I love creating a somewhat plausible backstory for an odd 'raw rolled' character.

One such character was a sailor who was commissioned, promoted to LCDR, and received battledress and laser rifle skills all in two terms with a low INT and SOC stats! What a weird one!


Have fun,
Bill
 
Originally posted by Bill Cameron:
One such character was a sailor who was commissioned, promoted to LCDR, and received battledress and laser rifle skills all in two terms with a low INT and SOC stats! What a weird one!


Have fun,
Bill
Sounds like a cool, roleplaying opportunity to me!
 
Originally posted by Bill Cameron:
One such character was a sailor who was commissioned, promoted to LCDR, and received battledress and laser rifle skills all in two terms with a low INT and SOC stats! What a weird one!


Have fun,
Bill
Sounds like a cool, roleplaying opportunity to me!
 
Originally posted by WJP:
Sounds like a cool, roleplaying opportunity to me!
WJP,

He got stuck with the name 'Barnicle Bill' and there is a very goofy idea to 'explain' his background.

I proposed he was part of a deniable, deep sea, swimming 'infantry' unit that was created during a hot period of a planetary cold war. That explained the 'battledress' skills, it was the deep sea swimming/diving suit he wore. He was recruited primarily for his physical attributes and every member was an 'officer'.

The hot period cooled, the unit was disbanded, and Barnicle Bill was out of a job but not out of his government's mind. He's been demobilized but they keep an eye on him because of the work he knows about.

Not bad for a 'weird' chargen result, huh?


Have fun,
Bill
 
Originally posted by WJP:
Sounds like a cool, roleplaying opportunity to me!
WJP,

He got stuck with the name 'Barnicle Bill' and there is a very goofy idea to 'explain' his background.

I proposed he was part of a deniable, deep sea, swimming 'infantry' unit that was created during a hot period of a planetary cold war. That explained the 'battledress' skills, it was the deep sea swimming/diving suit he wore. He was recruited primarily for his physical attributes and every member was an 'officer'.

The hot period cooled, the unit was disbanded, and Barnicle Bill was out of a job but not out of his government's mind. He's been demobilized but they keep an eye on him because of the work he knows about.

Not bad for a 'weird' chargen result, huh?


Have fun,
Bill
 
I enjoy the wonky-at-first-glance results that can come from the random chargen of CT - it's like fitting together the pieces of a puzzle.

In my games I encourage players to choose from either the basic chargen (LBB 1 or Citizens of the Imperium) or the various advanced chargen systems. I explain the difference by way of where the character served: a Mercenary soldier was either Imperial or Colonial Army, while a Book 1 soldier served in the planetary armed forces instead - a Merchant Prince was usually employed by a sector or subsector line, while a LBB 1 merchant worked tramp freighters exclusively.

I just received the second aliens book, and I like the Solomani Home Guard rules - I'm thinking about adapting them for Imperial characters as well: army or navy reserve or merchant auxiliary instead of home guard - scouts already have detached duty, so I'd consider allowing them to roll on either table at the player's discretion.

And other than two skills per term for scouts and belters and a number of (skill)-0 skills based on homeworld, that's pretty much that IMYU.
 
I enjoy the wonky-at-first-glance results that can come from the random chargen of CT - it's like fitting together the pieces of a puzzle.

In my games I encourage players to choose from either the basic chargen (LBB 1 or Citizens of the Imperium) or the various advanced chargen systems. I explain the difference by way of where the character served: a Mercenary soldier was either Imperial or Colonial Army, while a Book 1 soldier served in the planetary armed forces instead - a Merchant Prince was usually employed by a sector or subsector line, while a LBB 1 merchant worked tramp freighters exclusively.

I just received the second aliens book, and I like the Solomani Home Guard rules - I'm thinking about adapting them for Imperial characters as well: army or navy reserve or merchant auxiliary instead of home guard - scouts already have detached duty, so I'd consider allowing them to roll on either table at the player's discretion.

And other than two skills per term for scouts and belters and a number of (skill)-0 skills based on homeworld, that's pretty much that IMYU.
 
Originally posted by Bill Cameron:
2-4601,

Please don't misunderstand me. This isn't a matter of 'right' or 'wrong' because there is no 'right' or 'wrong'.
Please don't misunderstand me, too
. I was writing it after midnight so I might be inaccurate. All I was writing was about my opinion. Simulationism has its place - I like Striker after all - but sometimes you just want a smooth evening of roleplaying.

And I love the advanced system - but it might be a bit complicated for newbies, and more than that - its far easier to generate NPCs using the basic one.
 
Originally posted by Bill Cameron:
2-4601,

Please don't misunderstand me. This isn't a matter of 'right' or 'wrong' because there is no 'right' or 'wrong'.
Please don't misunderstand me, too
. I was writing it after midnight so I might be inaccurate. All I was writing was about my opinion. Simulationism has its place - I like Striker after all - but sometimes you just want a smooth evening of roleplaying.

And I love the advanced system - but it might be a bit complicated for newbies, and more than that - its far easier to generate NPCs using the basic one.
 
Originally posted by Bill Cameron:
That being said, I like the MT's idea of homeworld default skills. A PCs life before age 18 should account for something.
I like that idea too... I've implemented them so far as various homeworld- and service- depentant Skill-0's (see the link in my sig for details). I'll probably be using WJP's system for Skill-0's.
 
Originally posted by Bill Cameron:
That being said, I like the MT's idea of homeworld default skills. A PCs life before age 18 should account for something.
I like that idea too... I've implemented them so far as various homeworld- and service- depentant Skill-0's (see the link in my sig for details). I'll probably be using WJP's system for Skill-0's.
 
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