Originally posted by Supplement Four:
My session to create the characters was less like "work", as it normally is with most rpgs, and more like a different form of actually playing the game.
In another thread, someone mentioned the GDW adventure Stranded on Arden. That's not a typical adventure. There are a multitude of rolls made to see how the players fair with different minor bureaucrats as the PC's weed their way through governmental red tape. It's a "macro" style of gaming. Some people would call it "meta" gaming.
-S4
You know what, that's really well-said, and that pretty much encapsulates what makes Classic Traveller "different". It's a bunch of mini-games that co-exist to form an RPG.
Character Generation is a mini-game.
Speculative Trading is a mini-game.
Building a Starship is a mini-game.
Recruiting a Mercenary squad is a mini-game.
Playing out an abstract Merc Ticket is a mini-game.
Finding a Patron is a mini-game.
Travelling from hex to hex across a planet's surface is a mini-game.
Gathering rumors is a mini-game.
Book 1 Personal Combat is a mini-game.
Book 5 Starship Combat is a mini-game.
And then there are "maxi-games" for when you want to get super-detailed:
-Book 2 Starship Combat
-Mayday
-Snapshot
-Azhanti High Lightning
-Belter (I think, haven't read it yet)
-And the Big Daddy of them all, Striker
Add to that all sorts of kit-bashing and you can get as deep and detailed as you want.
Then there are "mega-games" layered on top of it. I've never played any of these, but my eyes popped out when (I think it was Expedition to Zhodane) I read advice to the Referee to play "Fifth Frontier War" and use the results to determine where the various naval forces were stationed at different times during the adventure.
And, as you mention, the default expectation seems to be a sort of "macro" view of your character...a "non-pure-role-play" view. A distance between player and character. And, again, as you correctly point out, it starts right there at CharGen. No, you can't be whoever you want. No, you can't create a deep, immersive, literary masterpiece of backstory and then roll up your character. It's the opposite -- you roll up your character and create the story based on how the dice fall. And really, the whole game sort of extends from there. The Referee can't create his perfect literary masterpiece of moral dilemmas and perfect situations and thrilling conclusion, because the players may decide they're more interested in going and exploring Planet X instead of Planet Y, ruining the Referee's best-laid plans. So the Referee has to adjust the game-story based on player actions. To my mind that's fantastic.