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Character Generators

watti

SOC-7
I've searched the web and found several but I am tired of the trail and error methods. All the one I have found do not use all the LLB 1 - 6. Some stop at 3 and one I think at 4.

Does anyone know of a generator which uses all the first 6 basic books?
 
Just curious, why would you want the first six and not include all eight? Or if you do not like the robots, then at least the complete seven. Why only six?

Daniel
 
Beware.

Beware. I've tried every Classic Traveller character generator on the net (that I could find), and not a single one of them represents true CT generation as detailed in the books. All of them take liberties with the system either out of author preference or coding necessity.

If you want a "true" CT character, you still have to do it by hand. Some of the skewing I've seen with characters generated using the programs available on the net is far from acceptible (imo).
 
Beware. I've tried every Classic Traveller character generator on the net (that I could find), and not a single one of them represents true CT generation as detailed in the books. All of them take liberties with the system either out of author preference or coding necessity.

If you want a "true" CT character, you still have to do it by hand. Some of the skewing I've seen with characters generated using the programs available on the net is far from acceptible (imo).
So I am curious, do you think it could be done and no one has done it, or is it not possable for some reason?

Daniel
 
If someone were to work on this... are there any preferences as to language/platform?

Also... are there any restrictions on putting the code out on the internet?
 
If someone were to work on this... are there any preferences as to language/platform?

Open/multi platform please :) I'd like to use it on my PC at the desk, my Macbook on the deck, and my Palm everywhere else :)

Also... are there any restrictions on putting the code out on the internet?

That I don't know and find confusing myself. There's all kinds of them around but one of the coolest ones I had briefly was for PalmOS. I say briefly because it got pulled due to some rights infringement. Maybe it was because it was shareware iirc? You're probably ok as long as you offer it as freeware.
 
So I am curious, do you think it could be done and no one has done it, or is it not possable for some reason?

I know zero about coding, but it seems like it would elementary to do. A random generator for 1-6 or 1-6 + 1-6 (for 2-12). Then add mods.

I'm not sure why no one has duplicated CT chargen exactly.

Most of the CT chargen generators I've seen steal ideas from MT (like rolling for Special Duty and giving bonuses for rolling 4+ over promotion or even using Brownie Points), or they use some sort of author preferance (like rolling stats with 3D6, drop lower die, or 2D6 arrange to taste).

I'd really like to see a program that allows CT characters exactly as written in the LBBs (both advanced and basic chargen).
 
Beware. I've tried every Classic Traveller character generator on the net (that I could find), and not a single one of them represents true CT generation as detailed in the books. All of them take liberties with the system either out of author preference or coding necessity.

I haven't used it extensively nor looked at the coding behind it but have you tried The Classic Traveller Utility?

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=13134

It looks to me having played with it a fair bit to be complete for basic CT generation and stick to the rules for LBB1 and S4, which is as it should be imo (as in mixing the advanced and basic generation is wrong). Granted there is one thing you might call a fault (I wouldn't) and that is if you fail to make your enlistment the draft roll is for every career rather than just the basic 6 from LBB1. That's entirely justifiable imo by the fact that "Other" is a draft possibility in LBB1 (and S4 is an obvious expansion of "Other").

If you have tried it and found other discrepancies what were they?
 
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Language/platform preference: Python

Why?
  • it can handle the data easily with native variables
  • there are versions for mac, win, linux, unix, palm, pocketPC, and several other minor OS's, making the ports easier.
  • it can generate applets that autoinvoke the parser.
  • on some platforms it can generate applications with bound in parser.
  • On many platforms it can have a gui or text interface
  • free software
  • human readable code
 
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Another language choice is HTML + Javascript. It's easy to deploy and, with a bit of effort, cross platform. I've built a couple of tools with this, mostly for 2300 and TNE.
 
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even before picking languages (and those suggested are all good choices even if I don't use them) is designing the architecture of the program. This is entirely table-driven process with dice rolls. So...the main program would simply be rolling the dice, checking the appropriate table, and recording results. Therefore, if you make the tables external to the actual program, you could have ANY character generation in there: from the LBBs to whatever you want. The tables may reference other tables. Then, if the tables were plain text or at least human-readable, individuals could also tweak the tables to match their TU easier.

For example, you have a set of tables for scouts, based on LBB1. This would consist of:
  • prior service table
  • ranks table
  • mustering out tables (benefits & cash)
  • personal development
  • service skills
  • advanced education
  • advanced education table w/education 8+
  • rank and service skills
So there are 9 tables per service. If you keep all the tables separate, you get a LOT of tables (LBB1 = 9x6 or 54 tables!) of course, but it makes it easier to add non-canon services as well.

Anyway, that's just my take on it (I'm really big on making things table-driven: hard-coded things will always screw you up as well as making things harder for other people to debug/maintain/update).
 
We need to go one step beyond table driven.

We need a custom scripting language. Once the scripting language is defined, each platform will just need an interpreter. The scripts defining Book 1, Supplement 4, and Advanced Char gen will then be mere text files that even non-programers can modify to reflect their house rules.

(The scripting language could then be adapted to handle genuine CT World Gen sequences and other stuff with very little work....)

I've got some ideas and will work on a prototype.
 
We need to go one step beyond table driven.

We need a custom scripting language. Once the scripting language is defined, each platform will just need an interpreter. The scripts defining Book 1, Supplement 4, and Advanced Char gen will then be mere text files that even non-programers can modify to reflect their house rules.

(The scripting language could then be adapted to handle genuine CT World Gen sequences and other stuff with very little work....)

I've got some ideas and will work on a prototype.

as on another thread, there is something called 'Inspiration Pad' that has generators in there. Not sure if this was a pure Windows thing or not, but if it was cross-platform, there already is a scripting method that may work with the correct tables in there. A bit complicated on first approach, but it could probably do this as well.

And there are literally dozens of scripting languages out there that are already cross-platform. I'm not sure creating yet another one would be useful outside a very small niche of our already small niche of gaming. If I'm understanding your idea. (reminds me of the Unix program: yacc, which stands for 'yet another compiler compiler', a utility to create a language compiler. apparently there were quite a few compiler compilers back in the 60s or 70s)

I've thought about this off & on for years, and seems that there are several character generators out there already for most platforms. I've even written a few just for fun (we programmers are an odd lot :)!) And for generating NPCs in bulk, almost any of them work close enough. For PC, I always prefer hand-rolling just to get a better feel. I've never really enjoyed pre-rolled characters since I like to track what they actually went through in their prior history.
 
If my prototype sucks, then a you'll should be able to point out specifically what tool I'm reinventing and whether or not there's any value added in my custom language. Converting my logic to the better tool should be relatively easy if its worthwhile to do so.

I may be hopelessly parochial in some ways, but I think I can get this done. And the custom language aspect makes it so that I'm less likely to get bored halfway through.

For me, this is sort of like that Happy Days episode where the Fonz finds a list of things he written as a kid of stuff he had to do before he could be a man.
 
If my prototype sucks, then a you'll should be able to point out specifically what tool I'm reinventing and whether or not there's any value added in my custom language. Converting my logic to the better tool should be relatively easy if its worthwhile to do so.

I may be hopelessly parochial in some ways, but I think I can get this done. And the custom language aspect makes it so that I'm less likely to get bored halfway through.

For me, this is sort of like that Happy Days episode where the Fonz finds a list of things he written as a kid of stuff he had to do before he could be a man.

Sorry - I did not mean to imply it would suck or be other than brilliant. Just that there are already bunches and bunches of scripting languages out there. Go for it & have fun! I've not done any language development past college stuff where I had to actually write my own compiler and stuff, and after 20+ years of doing billing software (:() my brain matter is no longer up to creating new languages of any sort. But if you want a billing system for telephone systems - I'm your man!

[edit: and that's why I brought up the table thing: I've had to maintain systems where they hard-coded tables into software, so that when you had a change, you had to recompile. And these were originally COBOL programs and could take a while to compile! Or even find the tables!]
 
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If you have tried it and found other discrepancies what were they?

As I said above, the programs I've seen on the net either suffer from author preference or use different rules from different versions of Traveller.

With the CT Utility, it's the former. Survival is done using the Optional Survival Rule. That's the rule where the character is not dead but only injured, healed, allowed to serve half a term, and goes on gaming, alive.

The program awards skills even if Survival is bricked, which is also an author preference.

It's important to run CT chargen with the official Survival rule (where failure means character is dead--start over with a new one). I always enforce the official rule (now that I understand the consequences of not enforcing it).

The CT Utility doesn't give you a choice. It only uses the Optional Survival Rule--which leads to players generating characters that are almost always 3 or 4 terms experienced in their old careers. I mean, why not? If you rolled hot stats when you started the character, the only problem with bricking Survival is that you won't be able to go through any more chargen. Heck, this program will even reward you with skills for the half term. There's no risk.

OTOH, if you enforce the official Survival Rule, each time a player rolls Survival, the risk is high. Failure on the rolls means that character is scrapped, and a new one must be started.

If you rolled like hot cakes for your stats, and then rolled some great skills during your first and second terms, there's a real decision to be made about whether you should try for reenlistment into a third term. Failure on the Survival throw means you lose a lot--great stats and the skills you wanted.

With the Optional Survival Throw, there's nothing stopping you...I mean, why not go ahead and go a third term? If you fail Survival, there's no risk. You'll simply keep the cool character you've created (on top of the extra skills this program awards you).

In order to be a true CT character generator, the program needs to use the official Survival Rule--where characters die if the roll is failed. (It at least needs to be an option. The Optional Survival Rule is too much of a "cheat", defeating some of the purpose of CT chargen.
 
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"The Optional Survival Rule is too much of a "cheat", defeating some of the purpose of CT chargen."

I completely agree, and think you've stated it pretty well. This is by way of a digression from the basic discussion on generator programs, But I feel pretty strongly about this one, too. I've seen too many aged scouts that wouldn't have been produced if the players had taken the risk of their characters' death during chargen seriously!
 
I've seen too many aged scouts that wouldn't have been produced if the players had taken the risk of their characters' death during chargen seriously!

Agreed. The Scouts is a dangerous profession--one of the most dangerous in the game (but, a Belter may laugh at that claim).

Players really don't respect the danger of the Scout profession if the Optional Survival rule is used. But, make that Survival throw mean failure = death by enforcing the official Survival rule, and all of a sudden, the Scouts is a damn dangerous profession.

A player may be attracted to the Scouts for their two skills per term--but use the official Survival rule, and, all of a sudden, a player may not think the two skills per term is worth the risk.

CT chargen loses much of its bite without the official Survival rule.
 
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