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CT Chargen attempts thoughts

You mau not want to play that Marine, but what would the backstory be on that character? Some "incident" involving a local noble or his/her family causes him to be blackballed, and he ends up in the Marines because they are the only service that won't be bullied like that. He resents it for the first term of his career, then discovers that he gets to go to all those exotic planets anyway - just that now he's on duty "showing the flag" or dropping into a hot LZ.

That's why I like random chargen! :D
 
You may not want to play that Marine, but what would the backstory be on that character?
That's why I like random chargen! :D

I have played all of the LBB1 careers at least once. Most of the time, I don't really care what character I play so random is as good as any other system (often I just go right for the draft and let chance decide who he is).

On the other hand, my observation is that a typical campaign runs about a year. So a player who wants to be a Scout and fly through an asteroid belt like Hans Solo, would probably accept that Marine and make the best of it for a year. Then the next time he needs a new character, he tries again and lands in the Navy - as a gunner - another year of 'making due with what you get'. Third campaign, he rolls a Merchant and decides to find some game other than Traveller.

Was it THAT unreasonable for someone playing Traveller for three years to expect to be able to Pilot a spaceship in one of the games? The character generation rules think it might be.
 
OOO. A year?

I haven't been in a year-long campaign of ANYTHING since before I even knew about Traveller. :( Jealousjealousjealous.
 
How hard can it really be to join the Armed Force of your choice?

Judging by the throws indicated in the Traveller universe, I'd say not as easy as one would think! ;)


That's why I like random chargen! :D


Yes, random chargen is the bomb. Just like you can't control where a character will be after the game begins, CT chargen takes it a step further.

Oh, players do have some control over the directions their characters take. But, it's more like real life. You attempt a direction (by picking a career and skills tables), but life (the die roll) sometimes gets in the way (it also sometimes unexpectedly helps you when the die shows that cross-training into the commandos or a promotion you weren't expecting).

Many people in RL go into the Navy and want to be pilots. Not all of them get to be pilots. And, of those pilots, most of them want to fly jets--but not all of them get to fly jets.

I think Classic Traveller chargen models this nicely.







If you have a player who's adverse to random chargen, then do what I do. (It's really fun! And, it actually starts the game off on a great note!)

Games Session One is character generation. Except, it's not a chore. Everybody is gathered around. And, we role play through character generation.

I'll have everybody roll stats real quick. Then, I usually have some background information about their homeworld. Typically, all PCs will come from the same homeworld, but I will sometimes create details on a few. My last campaign, I created details on four homeworlds, then had a skewed D6 roll each player would throw to see where their character was from.

Code:
1-3  Aramis
4     Patinir
5     Natoko
6     Pysadi

So, you sit there, first game session. You've got your stats. You know some important detail about the homeworld you grew up on. And, now you're able to role play.

I'll say, "OK, you're 18 years old. You've lived on Aramis your whole life. Since Aramis' only city is Leedor, and its in a cave beneath the surface of the world, you've never spent any time out on a world with an atmosphere hospitable to humans. You've read about it, though, and seen it in the holofliks. What do you want to do?"

I run character generation just like I do a regular game. The bare bones 18 year old with no skills and some homeworld background IS the player's character. What happens next is up to his decisions and the roll of the dice.

We're gaming now. Instead of boring old character creation, we're actually role playing. Except instead of the game being broken down into 15 second combat rounds and 15 minute space combat rounds, we're going the other direction. We're meta-gaming. A "round" could be a year or a four year block of time for the character.



Every player I've taken through this process finds Traveller character generation FUN! Why? Because it's not work. It's gaming!

We follow the character generation rules just like we'd follow the rules of a space combat round. Do this, then do this...then do this.

The player grows with his character. He learns about him, and about the world and universe his character will be playing inside.

I sometimes drop adventure leads and things via news and stuff the character may hear while doing chargen. Then, when the actual game starts, I'll say, "Remember that ship you heard about years ago--I think you were 22? Well, this is her Captain...."

You get the idea.



My point here is that Traveller is unique in that you can really make character generation work for you. It can support the game you're playing and accomplish a lot of goals you might have as a GM early in the game (getting the players to "know" the background that the character knows; getting the player emotionally attached to his character; having the player feel like he lived with his character the character's entire life instead of just getting to know the guy at whatever age he is when the game begins, etc).


That second point above--getting the player emotionally attached to his character--seems to magically happen a lot when I do Traveller chargen this way. I think it is because I do run chargen like a game session and not a mechanical/mathematical chore the player has to endure.

And, talk about the "chicken factor". When I start enforcing the original Survival Rule, and the player is attached to his character...I definitely see the chicken factor pop up during chargen.



From my experience, there is really no other way to run character generation. I don't think I'll ever change when I run a CT game. There's too many benefits that come from running chargen as a meta-game.

Try this next time you run a game. You'll be amazed at the results.

And, like me, you'll probably never go back to the sterile old way of rolling up a character.
 
I had an idea
When world building, how about making a 'dirt-side life' skills table for anyone to use optionally when they are living there....or if in armed forces, when stationed there.

a sneaky way to hand out unique skills possibly even found nowhere else
 
On the other hand, my observation is that a typical campaign runs about a year. So a player who wants to be a Scout and fly through an asteroid belt like Hans Solo, would probably accept that Marine and make the best of it for a year. Then the next time he needs a new character, he tries again and lands in the Navy - as a gunner - another year of 'making due with what you get'. Third campaign, he rolls a Merchant and decides to find some game other than Traveller.
Ok, let's be honest. I try to follow the rules as written and that includes Character Generation. But if one of my players played a marine non-pilot for a year because it was what came up and still wanted to play a pilot, I think I could find it in my mind to allow him to just call Navy and his first skill be Pilot. To be so uptight that I made him play for another game would be just dumb. The game is about fun. The player's desire is not out of bounds for the game so I would just do it.

No rule should be so important that I allow a player to walk away over such a reasonable desire. :eek:o:

Daniel
 
On the other hand, my observation is that a typical campaign runs about a year. So a player who wants to be a Scout and fly through an asteroid belt like Hans Solo, would probably accept that Marine and make the best of it for a year. Then the next time he needs a new character, he tries again and lands in the Navy - as a gunner - another year of 'making due with what you get'. Third campaign, he rolls a Merchant and decides to find some game other than Traveller.
Man! In three years this guy never managed to get into the Scout service with a single character?! Are you forcing him to play with loaded dice? :eek:o: And, of course, he could always trash his character and try again - right there, on the spot. Unless he has a really cruel referee. :devil:

I might (in that second campaign) fudge a bit or two to allow him some Pilot skill, and make it something he longs to do but the Navy won't let him. Which, of course, gives him a reason to muster out..... :smirk:
 
Any reasonable Referee could and would 'deal' with the situation.

My original point was that 'Initial Enlistment' is more restrictive than the 'death in char gen' Survival Rule. If the Character dies, you can roll a new character in the 'BY THE BOOK' rules. If you are drafted into the 'wrong' Service, then you are stuck with that character in the 'BY THE BOOK' rules. Multiple careers are not an 'official' option in Classic Traveller.

'BY THE BOOK', you COULD serve one term in the career 'not of your choice', leave the service, take your 4-year sabbatical to gain the skill that you wanted and then start play. The Experience Rules would also give you a shot at 2 more skills immediately (or with a little adventure to find a teacher). The character could then start with 1-3 random skills and 2-4 selected skills at age 26-27.

Personally, I don't see the world coming to an end if I allow a player to pick his Service and Branch rather than rolling. "You want to be in the Navy Engineering Branch? Ok they accept you." You want to be in the Army Cavalry Arm? Ok, they accept you." Don't find ways to make people feel better about whatever character they happened to get, just let them play the character that they want.
 
On occasion, when I have had players dead set on playing a certain type of character and chargen fails them, I have resorted to picking one of the appropriate service out of 1001 and giving them that one to play.

Problem solved AND the GM gets at least one player/character with skills that are necessary.

Oh, and before I get hammered for this, I know its not a "canonical" solution.
 
Sounds like a fine solution to me, frankly.

As hidebound as my ideals may be, when it comes to getting people to sit down at the table and play, sh'yeah, I'll compromise.
 
Personally, I don't see the world coming to an end if I allow a player to pick his Service and Branch rather than rolling. "You want to be in the Navy Engineering Branch? Ok they accept you." You want to be in the Army Cavalry Arm? Ok, they accept you." Don't find ways to make people feel better about whatever character they happened to get, just let them play the character that they want.

If that works for you, then there's nothing wrong with it, of course.

As I explained earlier, though, there is a lot of joy to be had in discovering a character rather than building a character.

Most games allow you to build a character. And, what you get are strong fighters, intelligent mages, wise clerics. The beauty of the CT system is that a player can start out wanting to play a pilot in the game. He may go through chargen and never get the Pilot skill.

And, what you end up with is this character who, for whatever reason (under achiever, no opportunity, a dreamer without ability, whatever) never achieved what he really wanted in life.

In the hands of a skilled player, this is gold. This is fantastic. It's so much more interesting to play--this character has some depth. He's got a need that the GM can try to fill later (going to pilot school, having another PC pilot teach him during the game....the character could always "look up" to the pilot PC). There's so much you can do with this guy. He's got "character motivation" as they call it in the acting world.

This is something you just don't get with a point-based rpg. Because, had Traveller been point-based, the player would be playing just another ace Pilot.

Instead, Traveller gives you this real human being to play.

I find it more interesting.
 
Instead, Traveller gives you this real human being to play.

I agree, Traveller SOMETIMES gives me a real human being to play. But S4, it also sometimes gives me a flat, set of random drek that does not make sense what so ever.

The truth is, while some folks enjoy playing a character that does not make any sense and is just a set of random stuff the dice "built" for them, others do not. Just because the character is random does not, in and of itself, make it any better or worse then one built in any other format or system.

Daniel
 
I agree, Traveller SOMETIMES gives me a real human being to play. But S4, it also sometimes gives me a flat, set of random drek that does not make sense what so ever.

I'm not sure what you're talking about here. Every time I run chargen (as I explain above--role playing chargen), the characters turn out with more "character" in them than any point-build system I've ever played.

Just because the character is random does not, in and of itself, make it any better or worse then one built in any other format or system.

But they're not quite random, though...the player has a lot of choice in which direction the character takes.

The player chooses the table to roll upon. The randomness comes from rolling on that table. The player actually has a lot of choice in career, in the types of skills tried for, in how old the character is....there's a lot of choice there.
 
I agree, Traveller SOMETIMES gives me a real human being to play. But S4, it also sometimes gives me a flat, set of random drek that does not make sense what so ever.
I'm trying to figure out how those two phrases contradict each other (since there's a "but" in there). Many "real human beings" are a flat set of random drek. What they do with that is what makes the difference.

I'm not really trying to argue. It's just that all those other games offer the ability to play the exact character you want - and allow for munchkinism in the process. The character I play for our 30th Anniversary CT PbP is not what I would have chosen. I chose to play a Merchant (and that worked out). When I got Engineering and JoT skills right off the bat, I figured I would play her as an Engineer straight through - maybe a Kaylee type. Then she got pistol and sword skills in the last couple of terms - that didn't fit. But, I came up with a back story concerning a pirate. Then, she didn't make Captain, followed by failing her re-enlistment! Aaargghh! I figured a Captain, sitting pretty, master of her own fate...... But, no. So, I came up with another back story about her being slandered by her new Captain, and blacklisted. Now the referee has a reason for her to be riding lo-berth off Regina, instead of signing on as a crewmember. And, voila!, Katherine Güter is born.

To support your argument, though, my alternate character (in case Katherine doesn't make it, somewhere along the way) was crap. I couldn't come up with any good hooks for him. He might work as a facelss NPC, but he just didn't inspire. So, I submitted him (with caveats to the referee), then kept playing with chargen. Then I came up with a character that I could give a back story to, and asked the referee to swap him out with my alternate character. But, the number of characters I couldn't play has been minimal.
 
Ok, as both of you seems to have taken my points differently then they were intended to be, I believe I failed to communicate my thought here. :(

I will rethink how I want to communicate my thoughts better and maybe try again if it seems relevent at that point.

Sorry

Daniel
 
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