But if you prohibit multiple careers, *and* if you don't enforce death in character generation, then the two numbers can be combined, since they have the same effect.
Paranoia Press had a fantastic solution, I've always thought, in the two books they put out with character generation in them.
Instead of having the character die when the
Surival Throw was bricked, what they did was require a throw on a chart.
It's a form of the
Optional Surival Throw, but what I like about it is that there are
consequences.
See, with the Survival Throw as written in CT, a player could just keep killing his PC until he got one he really liked. That's a little bit of a problem if you're not playing with a mature gamer who wouldn't do something like that (and play what he got, even if the guy was crap).
OTOH, as I've already pointed out earlier in the thread, the Optional Surival Throw really isn't that great a choice because it removes all the
risk from character generation. Players will typically go 3-4 terms, because the risk is small (throwing on the aging table in term 4). When you enforce the standard Survival Throw, you tend to see characters go 1-2 terms because they don't want to get their character (if they like him) killed.
Paranoia's brilliant move was to do this--a required roll on a chart that had a
chance to kill of the character, but more than likely would just remove character
benefits.
What I like about this is that it solves all problems. Players who don't like their PCs aren't "rewarded" by getting that one killed and trying again. Typically, a failed Survival Throw does not mean
death. But, the RISK is still there--and it's probably even more risk then when enforcing the standard Survival Rule because characters can be hurt by it (and players will have to live with their hurt PC).
Here's what I'm talking about. This is from the
Scouts career presented in Paranoia's book,
Scouts & Assassins.
Code:
2 Death
3 Desertion/Cowardice -4 Muster Out Rolls
4 Mutiny -3 Muster Rolls
5 Insubordination -2 Muster Rolls
6 Physically Unfit -1 Muster Roll
7 Striking a Superior -2DM on Muster Rolls/ -2DM on first Patron Encounters
8 Drunkenness -1DM on Muster Rolls/ +1 Carousing Skill
9 Other Disciplinary Act -1DM on Muster Rolls
10 Psychologically Unfit
11 Branch Service Transfer All Muster Rolls on new Branch tables.
12 Branch Request Transfer Both Muster tables available.
I think this would be a great idea to expand upon, coming up with a table with slightly harsher results. I'd like to see
some chance of stats being reduced. I also like result #8 where the character actually receives a Carousing skill.
The ultimate would be to make a unique, tailored table like this for each career. That way, each career would have its own results. The more dangerous careers (like being in the Army) would have higher probability of damaging stats permanently. Civilian careers, on the other hand, would probably look more like the one above.
I'm sure just one chart could be conceived as a one-size-fits-all table that would fit all CT careers. But, the unique-table-per-career idea is what appeals to me most.
When I set up new campaigns, I tend to "customize" chargen a bit based on the character's homeworld (see the article in my sig). Maybe the Army is not "available" as a choice because the world Pop is too low. Maybe pre-enlistment college is available to everyone based on the world's culture.
Doing things like this in my campaigns tend to give characters from certain worlds a certain "flavor". The poor belters from Patinir look fondly at the lucky PCs who were born on Aramis. And the Aramisians tend to be a bit more "snotty and up-ety" because of their place in the social pecking order of the sub-sector.
Making these Surival Charts could only add to this.
It could be "fun" to create them, too.
(Hey, anybody notice how we've graduated from discussing CT Combat to CT Character Generation?)