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Thinking about Survival and Term Length

Originally posted by Manax Darkhstarr:
As for terms, well there never was a stated canon on Traveller society so I just assumed that was part of the cultural norms.
I like this idea. The problem I see with it, though, is that the Traveller universe is so diverse. One world may indeed have, say, a business man (Bureaucrat) contracting to work in 4-Year blocks of time (is that a local year, or an Imperial Standard year?), but I can see that happening on every world in the empire.

Pysadi, for example, in the Aramis subsector is TL 4 and ruled by a quasi-Muslim-world-worshipping-sect. The business men from that world are going to be quite different from the businessmen who live and work two parsecs away on the TL 13 subsector capital of Aramis.

I'm all about custom career CharGen for campaigns now, though--instead of the generic stuff I've been used to.

I could see making a term on one world the standard 4-Year blocks (Aramis, for example, as it is more connected with the Imperial culture than Pysadi is). But, on Pysadi, I'd go with different terms.

Since the Imperial Army, Marines, Navy, and Scouts are all fairly structured by the Imperium, then maybe the 4-Year blocks makes sense for those careers.

Other careers, though, I think the 1D6 term length makes more sense.
 
Originally posted by Manax Darkhstarr:
As for terms, well there never was a stated canon on Traveller society so I just assumed that was part of the cultural norms.
I like this idea. The problem I see with it, though, is that the Traveller universe is so diverse. One world may indeed have, say, a business man (Bureaucrat) contracting to work in 4-Year blocks of time (is that a local year, or an Imperial Standard year?), but I can see that happening on every world in the empire.

Pysadi, for example, in the Aramis subsector is TL 4 and ruled by a quasi-Muslim-world-worshipping-sect. The business men from that world are going to be quite different from the businessmen who live and work two parsecs away on the TL 13 subsector capital of Aramis.

I'm all about custom career CharGen for campaigns now, though--instead of the generic stuff I've been used to.

I could see making a term on one world the standard 4-Year blocks (Aramis, for example, as it is more connected with the Imperial culture than Pysadi is). But, on Pysadi, I'd go with different terms.

Since the Imperial Army, Marines, Navy, and Scouts are all fairly structured by the Imperium, then maybe the 4-Year blocks makes sense for those careers.

Other careers, though, I think the 1D6 term length makes more sense.
 
Well, WJP, the biggest reason for the 4-yr terms was uniformity. It becomes really hard to write a set of rules that says, "Make these rolls and you get some skills/rank/survival, but the time you spend doing this is random." (Oh, and the average on 1D6 is 3.5, not 4. ;) )

Having said that, I think a post-chargen look would be the best time to "adjust" term lengths. What is the character's homeworld, how did their chargen go, did they have multiple careers, etc. would help determine just how old they really are. You might consider using a 1d3 to determine term length: 1=2.5-3 yr, 2=4 yr, 3=5-6 yr length. (Or, just 1=3, 2=4, 3=5 for simplicity.)

Our ref when I was first playing CT would only employ the death requirement if we were building a munchkin, it seemed....
 
Well, WJP, the biggest reason for the 4-yr terms was uniformity. It becomes really hard to write a set of rules that says, "Make these rolls and you get some skills/rank/survival, but the time you spend doing this is random." (Oh, and the average on 1D6 is 3.5, not 4. ;) )

Having said that, I think a post-chargen look would be the best time to "adjust" term lengths. What is the character's homeworld, how did their chargen go, did they have multiple careers, etc. would help determine just how old they really are. You might consider using a 1d3 to determine term length: 1=2.5-3 yr, 2=4 yr, 3=5-6 yr length. (Or, just 1=3, 2=4, 3=5 for simplicity.)

Our ref when I was first playing CT would only employ the death requirement if we were building a munchkin, it seemed....
 
Traveller 2300 had random term length, and it worked quite well... ;)
file_23.gif
 
If you are using random term length, how do you reconsile skills earned? If you roll 1d6 for term length, it would be possible to get 3-4 skills in 1 year then only 2 skills in the next 6 years. Probably not. But, if I think about what skills I have gained in the last 4 years perhaps at some point, Admin +1 is about it...
file_28.gif


Regarding Survival, I used to roll 1d3 to determine how far into that term they "died" and give them a fraction of the earned skills based on how long they made it through. So, if you failed your survival but rolled for commission and promotion (and made them), you would have a chance at 3 skills, you roll 1d3 and get that many of them. Fractions were determined based on how many skills the player already had with fewer skills giving a greater chance that I would give them the extra skill roll for balance sake. No one wants to play a 19 year old character with only 1 skill, carousing...

I also think that if you fail your Survival roll you should not be able to enlist in another career. BUT, if you fail your Re-Enlistment roll, you should be allowed to change careers. I figured the failed survival roll meant you were done with character generation. Failed Re-Enlistment meant that you might be able to continue in something else.
 
If you are using random term length, how do you reconsile skills earned? If you roll 1d6 for term length, it would be possible to get 3-4 skills in 1 year then only 2 skills in the next 6 years. Probably not. But, if I think about what skills I have gained in the last 4 years perhaps at some point, Admin +1 is about it...
file_28.gif


Regarding Survival, I used to roll 1d3 to determine how far into that term they "died" and give them a fraction of the earned skills based on how long they made it through. So, if you failed your survival but rolled for commission and promotion (and made them), you would have a chance at 3 skills, you roll 1d3 and get that many of them. Fractions were determined based on how many skills the player already had with fewer skills giving a greater chance that I would give them the extra skill roll for balance sake. No one wants to play a 19 year old character with only 1 skill, carousing...

I also think that if you fail your Survival roll you should not be able to enlist in another career. BUT, if you fail your Re-Enlistment roll, you should be allowed to change careers. I figured the failed survival roll meant you were done with character generation. Failed Re-Enlistment meant that you might be able to continue in something else.
 
Originally posted by Plankowner:
If you are using random term length, how do you reconsile skills earned? If you roll 1d6 for term length, it would be possible to get 3-4 skills in 1 year then only 2 skills in the next 6 years. Probably not.
Why not?

I know there are times in my life, as when starting a new job within the same career, that I've picked up some new skills in a hurry. Or, when I got interested in something and took a class.

Then, there were times when I'd go a while and not learn much of anything new.

I think the spurts of terms of 1-6 years is a bit more realistic than a standard 4-Year block.

Just keep track of the character's age for the aging table, and how many years spent for a "term". You're in business.

No one wants to play a 19 year old character with only 1 skill, carousing...
Could be fun in the hands of the "right" player, but I do see your point.

I figured the failed survival roll meant you were done with character generation.
If that's the case, why would any player in his right mind pick the Scouts as a profession, then?

With that 7+ Survival throw (5+ if END 9+), you won't see too many Scouts with a lot of skills, even with their 2 skills per term base.

I think players will avoid Scouts if there's no chance to develop the character further in other careers.

Of course, on the other side of the coin, my new rule for going into a new, second, career is not so easy to pull-off. Failed survival, in my game, is going to mean the character starts the campaign at that point.
 
Originally posted by Plankowner:
If you are using random term length, how do you reconsile skills earned? If you roll 1d6 for term length, it would be possible to get 3-4 skills in 1 year then only 2 skills in the next 6 years. Probably not.
Why not?

I know there are times in my life, as when starting a new job within the same career, that I've picked up some new skills in a hurry. Or, when I got interested in something and took a class.

Then, there were times when I'd go a while and not learn much of anything new.

I think the spurts of terms of 1-6 years is a bit more realistic than a standard 4-Year block.

Just keep track of the character's age for the aging table, and how many years spent for a "term". You're in business.

No one wants to play a 19 year old character with only 1 skill, carousing...
Could be fun in the hands of the "right" player, but I do see your point.

I figured the failed survival roll meant you were done with character generation.
If that's the case, why would any player in his right mind pick the Scouts as a profession, then?

With that 7+ Survival throw (5+ if END 9+), you won't see too many Scouts with a lot of skills, even with their 2 skills per term base.

I think players will avoid Scouts if there's no chance to develop the character further in other careers.

Of course, on the other side of the coin, my new rule for going into a new, second, career is not so easy to pull-off. Failed survival, in my game, is going to mean the character starts the campaign at that point.
 
While the 1D6 years per term is interesting I'm not sure it adds enough to the game to warrant the extra bookeeping. Anyway, on to the survival question...

How about this as a simple alternate survival rule. Failed survival simply indicates no skills and no commission or promotion roll for the term. Continue character generation normally if you make the re-enlistment roll.

In our games more characters ended generation from failed re-enlistment than failed survival the way I remember it. And contrary to your experience WJP most of us, given the choice, stayed in generation until term 5 if possible for the retirement bonus and extra muster rolls. Heck most of my characters kept at it till they failed a survival roll or re-enlistment roll, only rarely did I voluntarily leave a service. My Merchie's always hoped for 8 terms
(it was the only way to have a shot at a Free-Trader)

But then we all really liked the whole game within the game of character generation, even before we changed the survival roll failure from death to injured out. We'd all be sitting around kibbitzing as we rolled, bemoaning our cursed fates or hurrahing our lucky stars. By the time we were done we usually had "CHARACTERS" with history and some personality, and a passing familiarity with each other. All ready for a game or campaign.

Heck even with failed survival meaning death we had fun even with the ones who didn't make it.

As far as the 19 year old with no skills (we didn't roll skills until you completed the term, so a 19 year old washout in our games would have no skills) I agree, it's pretty pointless in Traveller. There's always the Experience chapter though, so they could bugger off for a few years and come back with some skill, of his/her choice to boot. Still the case of failed survival in first term is the one place I'd have no problem allowing a second career, just enter the draft lottery ;)

Originally posted by WJP:
</font><blockquote>quote:</font><hr />Originally posted by Plankowner:
I figured the failed survival roll meant you were done with character generation.
If that's the case, why would any player in his right mind pick the Scouts as a profession, then?

With that 7+ Survival throw (5+ if END 9+), you won't see too many Scouts with a lot of skills, even with their 2 skills per term base.

I think players will avoid Scouts if there's no chance to develop the character further in other careers.
</font>[/QUOTE]Hey don't try to tell that to IISS DD Dan Solo. (You'll forgive the lame name, it was the late 70's, I had Han Solo on the brain, and my name was Dan. Voila, Han's long lost brother was born)

Anywho, as to who would enter a character in the Scouts with survival failure equal death, I did. The reason? I wanted a kick butt Marine of death for the game. I rolled a wimpy low Soc character. So, per our standard operating procedure, I enlisted in Scouts to kill him off so I could roll another character (we had a "roll it and play" rule). Well, after a couple terms he was still alive, and had improved some of his poor physique and picked up good skills. Nothing to lose I figured so I kept going. In the end he came out with good health and great skills, and a DD type S for the group to tool around in. I was happier with that character than any before and most since, happier than I'd have been I'm sure with the Marine I had wanted.

It's all what you make of it, like life. And that is why I love the Traveller character generation.

Anyway you're missing a critical point in your "why would any player in his right mind pick the Scouts".

There's not just the survival roll to consider, which allows a DM if you're suited to the career, but more importantly is that re-enlistment roll, which has NO DM. It's actually easier to go more terms in Scouts than it is in Navy, Marines, or Army. Other is about equal and even Merchants is barely better. My question would be if you want skills (and who doesn't) why would any sane player NOT choose Scouts? You're not looking at the whole picture here WJP.
 
While the 1D6 years per term is interesting I'm not sure it adds enough to the game to warrant the extra bookeeping. Anyway, on to the survival question...

How about this as a simple alternate survival rule. Failed survival simply indicates no skills and no commission or promotion roll for the term. Continue character generation normally if you make the re-enlistment roll.

In our games more characters ended generation from failed re-enlistment than failed survival the way I remember it. And contrary to your experience WJP most of us, given the choice, stayed in generation until term 5 if possible for the retirement bonus and extra muster rolls. Heck most of my characters kept at it till they failed a survival roll or re-enlistment roll, only rarely did I voluntarily leave a service. My Merchie's always hoped for 8 terms
(it was the only way to have a shot at a Free-Trader)

But then we all really liked the whole game within the game of character generation, even before we changed the survival roll failure from death to injured out. We'd all be sitting around kibbitzing as we rolled, bemoaning our cursed fates or hurrahing our lucky stars. By the time we were done we usually had "CHARACTERS" with history and some personality, and a passing familiarity with each other. All ready for a game or campaign.

Heck even with failed survival meaning death we had fun even with the ones who didn't make it.

As far as the 19 year old with no skills (we didn't roll skills until you completed the term, so a 19 year old washout in our games would have no skills) I agree, it's pretty pointless in Traveller. There's always the Experience chapter though, so they could bugger off for a few years and come back with some skill, of his/her choice to boot. Still the case of failed survival in first term is the one place I'd have no problem allowing a second career, just enter the draft lottery ;)

Originally posted by WJP:
</font><blockquote>quote:</font><hr />Originally posted by Plankowner:
I figured the failed survival roll meant you were done with character generation.
If that's the case, why would any player in his right mind pick the Scouts as a profession, then?

With that 7+ Survival throw (5+ if END 9+), you won't see too many Scouts with a lot of skills, even with their 2 skills per term base.

I think players will avoid Scouts if there's no chance to develop the character further in other careers.
</font>[/QUOTE]Hey don't try to tell that to IISS DD Dan Solo. (You'll forgive the lame name, it was the late 70's, I had Han Solo on the brain, and my name was Dan. Voila, Han's long lost brother was born)

Anywho, as to who would enter a character in the Scouts with survival failure equal death, I did. The reason? I wanted a kick butt Marine of death for the game. I rolled a wimpy low Soc character. So, per our standard operating procedure, I enlisted in Scouts to kill him off so I could roll another character (we had a "roll it and play" rule). Well, after a couple terms he was still alive, and had improved some of his poor physique and picked up good skills. Nothing to lose I figured so I kept going. In the end he came out with good health and great skills, and a DD type S for the group to tool around in. I was happier with that character than any before and most since, happier than I'd have been I'm sure with the Marine I had wanted.

It's all what you make of it, like life. And that is why I love the Traveller character generation.

Anyway you're missing a critical point in your "why would any player in his right mind pick the Scouts".

There's not just the survival roll to consider, which allows a DM if you're suited to the career, but more importantly is that re-enlistment roll, which has NO DM. It's actually easier to go more terms in Scouts than it is in Navy, Marines, or Army. Other is about equal and even Merchants is barely better. My question would be if you want skills (and who doesn't) why would any sane player NOT choose Scouts? You're not looking at the whole picture here WJP.
 
Originally posted by Sigg Oddra:
Traveller 2300 had random term length, and it worked quite well... ;)
file_23.gif
Agreed, but it also let you pick your skills, and you got one skill point per year, plus some bonus per term based upon stats... but skills cost was not flat, either.
 
Originally posted by Sigg Oddra:
Traveller 2300 had random term length, and it worked quite well... ;)
file_23.gif
Agreed, but it also let you pick your skills, and you got one skill point per year, plus some bonus per term based upon stats... but skills cost was not flat, either.
 
I LOVED playing scouts. That chance for a ship was all it took for me. We used failed survival as done but not dead, so often you could get a ship anyway, 1 in 6 chance with each roll on the table. I had a LOT of poor scouts, since I wouldn't roll on the money table until I got my ship (if I ever did).
 
I LOVED playing scouts. That chance for a ship was all it took for me. We used failed survival as done but not dead, so often you could get a ship anyway, 1 in 6 chance with each roll on the table. I had a LOT of poor scouts, since I wouldn't roll on the money table until I got my ship (if I ever did).
 
Yeah, but who needs money if you are a Scout with a Type S? You get free gas, free maintenance, free air.... All you need money for is to eat and drink (and drink and drink and...) and adventuring will keep you going on that!

(Oh, you should probably get free ammo, too. Those worlds you might get sent to are dangerous!)
 
Yeah, but who needs money if you are a Scout with a Type S? You get free gas, free maintenance, free air.... All you need money for is to eat and drink (and drink and drink and...) and adventuring will keep you going on that!

(Oh, you should probably get free ammo, too. Those worlds you might get sent to are dangerous!)
 
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