Comments about the TNE Character Generation System, Part 5
Hmmm... Skills are now limited by the character's homeworld, which is realistic and creates very detailed and logical character backgrounds, but it adds another layer of complexity to the CharGen system.
I see that dice other than the venerable D6 are introduced, and I have mixed feelings about these. On one hand, different dice allow different probabilities, but on the other hand, complexity is increased, and this also means that the Referee and Players will need to buy non-standard dice (not a problem in the USA, but in my own backwater country [Israel] this could be a headache, probably compelling the group to purchase dice online, which makes things expensive).
Contacts seem like a great addition - similar to a very good
Shadowrun concept, but with simpler and more Traveller-style game mechanics.
Aging seems quite similar to CT, but with different mechanics - what is that D20 doing here?!
Anagathics are far more limited in TNE than in CT; now they start making problem after the age of 60 (tumors, cysts, psychological degredation). A good balancing effect, I agree, but a part of the sci-fi "atmosphere" of long-term anagathics use (seen in many of Larry Niven's novels) is somewhat diminished.
There are hit locations in TNE, yes? With different Hit Capacity per body part? Detailed maybe even realistic, but it probably complicates stuff (I'll know that for sure once I'll get to the Combat section).
Hmmm... Character weight is based on attributes (increased by Strength, reduced by Agility) - semi-realistic, but I'd like the players to have more choice in this field.
Carrying Capacity ("Load" in TNE terms) is now based on Strength AND Constitution - and the maximum normal load is calculated as 3x(STR+CON), so the avarage character (STR 6, CON 6) could carry 36kg without being overburdened - quite much more than the avarage CT character (STR 7, and Carrying Capacity being STRx2, so only 14kg). Which is more realistic?
Strength affects Unarmed Combat damage in TNE - but why not Melee Weapon (cutlass etc) damage?
Initiative is interesting but strange - I don't know yet how this number works, but it's a random numer influenced only by one thing - a character's career - with civilians recieving 1D6/2 initiative and military personnel 1D6 initiative.
Mustering Out is different in TNE from any other version of Traveller: each career gives you a certain amount of money per cash, which could be saved or used for equipment purchases. Ship Ownership is recieved using a very interesting system of adding togather DMs - representing "shares" - to generate a good throw for the group.
The number of carrers is truely huge - they make for very interesting character backgrounds, but might cause character generation to take some time, especially when minmaxers are involved.
The flavor text on each career is great too - it helps the player build her own character's personal history and get the 'feel' of the career and the setting.
NPC motivations using playing-cards: I love this idea! The system works by drawing two standard playing cards from a deck, with each card type representing one personality motivation (i.e. greedy, just, loving, brutal and so on); the higher card gives the major motivation, the lower card the minor motivation.
All in all, the chapter is choke full of role-playing advices and reminders that encourage the referee and the players to use their imagination and their story-telling skills to their fullest. Lots of flavour-text, too!
The simplified NPC templates are a great idea - and they predate Shadowrun 4th Edition's "Grunts" (an equivalent system) by 13 years!
The description of aliens is very good, fluid and inspiring - up to and includiong that box in p.67 about Hiver Manipulations, which teaches the Referee how to play Hiver NPCs (don't do the job
yourself, manipulate others to do so
).