Two ideas here. I suspect other people have already done this, but I haven't seen it anywhere.
Player Jumpstart Books
Has anyone created player books for jumpstarting play?
I'd like to put together something that encapsulates all the rules a player needs to generate a character for one career as a small PDF. Each booklet would lay out the steps for character creation through that career in an intuitive way. Players could print out one or two of each book and then pass them around as they create characters.
The value-add on top of the core rules:
1. Separating the careers into different booklets lets everyone at the table create a character at the same time, without owning a copy of the core book.
2. The chargen rules in the core rulebook are explained in a very generic way. This would explain the rules in a very career-centric way. Roll on THIS chart for your skill training. Roll THIS survival roll, and go to page XX if you fail. Choose promotion or commission and make one of THESE rolls. Roll on THIS event chart.
Simplified Careers
Yeah, yeah, the chargen rules aren't that hard to understand. But they are. I've been gaming since '79 and I've done some professional game editing and even I had trouble understanding the MgT chargen rules, which made me jump all over the place to understand what to do next.
I think that the MgT chargen rules could be greatly simplified without making play any less fun. Here's what I'd do with it.
The level-up process:
Hey, you can also use this level-up process for continued play. At certain story milestones, the referee can let everyone level up, but it might not make sense if you're Navy and you are no longer in service.
So we add rules for multi-classing. You can switch careers but it costs you. Basically, you spend your level-up to gain level 0 in a new career, but you get only one of the background skills for the new career, not all of them.
Now your ex-Navy 4 (Crew 2, Officer 2) can multi-class into Freetrader 0 class (total levels = 5). At level 6, he is Navy 4, Freetrader 1 (Captain 1).
Player Jumpstart Books
Has anyone created player books for jumpstarting play?
I'd like to put together something that encapsulates all the rules a player needs to generate a character for one career as a small PDF. Each booklet would lay out the steps for character creation through that career in an intuitive way. Players could print out one or two of each book and then pass them around as they create characters.
The value-add on top of the core rules:
1. Separating the careers into different booklets lets everyone at the table create a character at the same time, without owning a copy of the core book.
2. The chargen rules in the core rulebook are explained in a very generic way. This would explain the rules in a very career-centric way. Roll on THIS chart for your skill training. Roll THIS survival roll, and go to page XX if you fail. Choose promotion or commission and make one of THESE rolls. Roll on THIS event chart.
Simplified Careers
Yeah, yeah, the chargen rules aren't that hard to understand. But they are. I've been gaming since '79 and I've done some professional game editing and even I had trouble understanding the MgT chargen rules, which made me jump all over the place to understand what to do next.
I think that the MgT chargen rules could be greatly simplified without making play any less fun. Here's what I'd do with it.
- Choose a background from a list. Get a few skills at 0.
- Choose a career (e.g., Navy). You're level 0 in that career.
- That career offers you 6 standard characteristic arrays. Pick one or roll.
- Gain background skills for that career.
- Level up. Repeat until you reach the appropriate level. The referee will tell you what level character to make: probably 3 or 4.
The level-up process:
- Add 1 to your level.
- Choose a career path (e.g., Crew / Engineer / Gunner / Flight / Officer) for which you qualify (based on characteristics and skills).
- If it's your first time in that career path, gain one path background skill at 1. You choose from a list.
- Roll d6 on the skill training table for your path and add the number of times you've taken that path prior to this time (+0 the first time). Certain advanced skills for that path start at 7 on the chart. That adds +1 to a skill.
- Roll on a 2d6 events table for that path. Each event adds color to your life and offers you a choice and a skill. Some might offer characteristic bonuses.
- Roll on a 2d6 benefits table, too. Don't wait till the end to do this.
Hey, you can also use this level-up process for continued play. At certain story milestones, the referee can let everyone level up, but it might not make sense if you're Navy and you are no longer in service.
So we add rules for multi-classing. You can switch careers but it costs you. Basically, you spend your level-up to gain level 0 in a new career, but you get only one of the background skills for the new career, not all of them.
Now your ex-Navy 4 (Crew 2, Officer 2) can multi-class into Freetrader 0 class (total levels = 5). At level 6, he is Navy 4, Freetrader 1 (Captain 1).