I'm making Navy pre-gen characters for a convention scenario. I'll run this at DEXcon (Morristown, NJ, June 30) and TravellerCon USA (Lancaster, PA, October 2016).
I'd like to chat about strategies for making characters when you want them conform to certain end conditions. All ideas are welcome, even though the bulk of this prep for DEXcon is complete now.
In this case, I needed all the characters to finish their last term in the Navy. From there, they get forcibly discharged right before play starts. (Turns out that their entire capital-ship crew was so incompetent that a very high ranked officer canned all of them in a fit of fury. The PCs can swear that it wasn't their fault, if they want.)
I was shooting for 4-term characters with sufficient skills for play. I'm using High Guard for the additional Navy careers.
Most characters tried to go to Naval College, but only four were accepted, and three of those failed out (three Drifter first-terms). Only one, a Pilot, graduated (and with Honors!).
Some characters started in non-Navy professions if they weren't accepted to Naval College. One or two were in other divisions of the military (one Army, one Marine, one Merchant, no Scouts).
Characters who didn't start in the Navy had to end up there eventually. Most joined by the third term; I think one joined in the fourth term.
Once in the Navy, they stayed there until their fourth term, even if a survival roll forced them to muster out. In that case, I'd deny them a benefit for that term and perhaps make them switch to another, less desirable arm of the Navy.
I deviated from the standard book chargen rules in a few ways.
One character was weak on skills by the end of term 4 due to some bad rolls. I was about to give her a fifth term and make her a bit older than the rest, but then I realized she had missed a benefit roll in an earlier term. I rolled it, and got a characteristic bonus that retroactively meant she'd have succeeded at one of her survival rolls. That in turn led to a promotion and commission and a few more skills. I let her stop at four terms like everyone else.
I'd like to chat about strategies for making characters when you want them conform to certain end conditions. All ideas are welcome, even though the bulk of this prep for DEXcon is complete now.
In this case, I needed all the characters to finish their last term in the Navy. From there, they get forcibly discharged right before play starts. (Turns out that their entire capital-ship crew was so incompetent that a very high ranked officer canned all of them in a fit of fury. The PCs can swear that it wasn't their fault, if they want.)
I was shooting for 4-term characters with sufficient skills for play. I'm using High Guard for the additional Navy careers.
Most characters tried to go to Naval College, but only four were accepted, and three of those failed out (three Drifter first-terms). Only one, a Pilot, graduated (and with Honors!).
Some characters started in non-Navy professions if they weren't accepted to Naval College. One or two were in other divisions of the military (one Army, one Marine, one Merchant, no Scouts).
Characters who didn't start in the Navy had to end up there eventually. Most joined by the third term; I think one joined in the fourth term.
Once in the Navy, they stayed there until their fourth term, even if a survival roll forced them to muster out. In that case, I'd deny them a benefit for that term and perhaps make them switch to another, less desirable arm of the Navy.
I deviated from the standard book chargen rules in a few ways.
- I rolled 3d6 in order for characteristics. No manual assignment.
- I used the skill system where you roll d6 first, then take the best choice off all applicable skill charts.
- I awarded one benefit immediately at the end of each successful term. A characteristic bonus could help in later terms.
- Because they were dishonorably discharged, they didn't get their extra benefits for rank. They did receive extra benefits granted by events, effective immediately.
- I got characters into the Navy, and kept them there, as explained above.
One character was weak on skills by the end of term 4 due to some bad rolls. I was about to give her a fifth term and make her a bit older than the rest, but then I realized she had missed a benefit roll in an earlier term. I rolled it, and got a characteristic bonus that retroactively meant she'd have succeeded at one of her survival rolls. That in turn led to a promotion and commission and a few more skills. I let her stop at four terms like everyone else.