I'm sure somebody must started a smimlar thread at some point (but couldn't find ot on the 'search') so apologies if I'm covering old ground...
I've recently started gm'ing a mongoose trav game with some players who are new to gaming and some who are new to Traveller, only.
These last are asking 'what about experience points?' At first I ignored them, but it is their game too, so I've come up with some ideas. My reply to them is below - and I'd really appreciate comments / other ideas if you've got em...
I've recently started gm'ing a mongoose trav game with some players who are new to gaming and some who are new to Traveller, only.
These last are asking 'what about experience points?' At first I ignored them, but it is their game too, so I've come up with some ideas. My reply to them is below - and I'd really appreciate comments / other ideas if you've got em...
i've been thinking about this a lot & have been looking at what some other refs do & have collated a few ideas; they mostly revolve around improving your skills...
1) in the 'classic' version of traveller, characters could pursue a course of study to improve skills or learn new ones
- sensibly, the way this would work would be to study / practice while you're in jump space & can put in the uninterrupted time; while you're planetside, etc there are too many other things to distract your characters
- this might involve working with holovids or VR rigs or simply 'book learning' in the ship's library
- a certain number of hours stuidy / practice would be needed to increase a skill by 1 level, or to learn a new one to level-0
2) a lot of practice in a skill you already possess, or at doing something you do not yet have a skill in, might also raise your level by 1, or to level-0 if it's a new skill
- of course, lack of practice in a skill might indicate 'getting rusty' at doing something and forgetting key elements to that skill - and so beginning to lose it...
3) exceptional dice rolls might suggest developing prowess in that skill (eg, ari's last-gasp electric stun shot at the sabre-tooth pouncer, or khel's barroom haymaker at udeh ivo - which would have floored the bugger if khel'd been less woozy)
- of course, a succession of crap throws might indicate the opposite, and a character end up deteriorating in a skill...
4) an alternative to improving skill levels might be when you make exceptionally good throws or get lots of practice at doing something, me awarding you extra dice - 'prowess' dice, similar to drama dice but which can only be used for that particular skill
NB: during character generation your characters could learn the following:
- your character begins their career at age 18 with 3+EDU DM number of skills at level-0... that's a maximum of 5 level-0 skills learnt in 18 years
- during your first term in a career, you pick up 6 level-0 skills during 'basic training', plus 1 skill at level-1 which you roll for, plus a possible extra level-1 skill for promotion, plus a possible extra level-1 skill for an event = a maximum 3 level-1 skills & 6 level-0 skills in 4 years ('basic training' is the equivalent of an intensive course of study lasting one year)
- during each subsequent term, you can pick up only 1 skill at level-1 which you roll for, plus a possible extra level-1 skill for promotion, plus a possible extra level-1 skill for an event = a maximum of 3 level-1 skills in 4 years
- finally, in 'classic' traveller, characters could not learn a total of skills greater than their INT + EDU; classic traveller did not have specified level-0 skills however, which complicates things...