So I've been listening to a Traveller podcast for a while and Arthur has started a Traveller campaign (not featuring me, alas). It's always seemed like an interesting system, and I've heard particularly good things about its character creation process. Actually, rephrase that: I've heard particularly intriguing things about it, including the well-known trope that you can die during character creation.
Arthur's latest post on Traveller character creation finally spurred me into checking once more for a legal PDF (I can't justify buying any more hard copy RPGs, especially ones I'm not playing any time soon) and finally finding one. It's partly a matter of sheer curiosity, and partly also because I'm vaguely trying to write a game at the moment and any subsystem that gets rave reviews from Arthur needs serious consideration.
Obviously, I'm not actually playing a game, and I haven't yet had time to read through the book in detail, but I've skimmed it, I know a bit about the system from elsewhere, and I've tried generating a few sample characters to get a feel for things. The weakness there is that without actually playing, I don't have an accurate feel for how effective or fun any of these characters would be. However, I have noted down a few thoughts on the process itself; like Arthur, I think the first impression of a game created by trying to generate characters can be very important.
These are very much gut reactions, not hard-hitting formal analyses, and I'm sure anyone who knows more about the game could pick all kinds of holes in them (please do).
Sample Chargens
At first glance, the process is intriguing, but a bit daunting. That's partly because I had to roll up homeworlds, rather than having any in place to pick. It's also because the richness of the process also makes it quite complex, with lots of flicking back and forth between sections, tables and references to work out what things actually mean. On the other hand, glancing over the tables, it seems full of interesting possibilities.
First Character
My first character looks fun: sturdy, quick-witted, clumsy, with a background on a temperate desert world that gives her a range of survival-type skills only partly inspired by the early scenes of Star Wars. Unfortunately, things go very badly. I botch a string of rolls, failing to get into Field Research and ending up as a "Barbarian" wilderness guide, then leaving the career after a crippling accident that cuts four points off my Strength, halving it. Because I failed the survival roll, I gain no exit benefit from the career path.
Because previous 'careers' penalise your chances of entering one, I just fail another qualification roll and end up drifting again, this time grifting around starports. I manage to advance a bit in this rather dismal career, then get attacked and injured again, reducing my Strength to 2. The choice of stat was metagaming, but I decided that one very poor stat that I could work around was better than reducing my average Dex or losing my Endurance bonus. I finally manage to make an actual career in my fifth term, in Intelligence - I decided that someone with Strength 2 was never going to make it into a physically demanding field. Somehow, working as a spy improved the Endurance of someone raised on a harsh desert world who'd spent years as a wilderness guide and hanging around polluted spaceports.
Thoughts I
I know this isn't even for a real game, but getting bad rolls for your first term can be very disheartening - I tried to maintain enthusiasm and generate good background for my character regardless, but there's something about failing interviews and then being horribly maimed that tends to damped my enthusiasm. I appreciate that skills technically are more important than stats, and gaining several skills means that even losing 4 points of stat probably leaves you ahead of the game, but it doesn't quite feel that way. Also note that that's only true in your first career, where you're gaining a lot of skills free through basic training.
I was genuinely quite ticked off by how punishing that initial set of rolls was, and how brutal the chargen rules are in that situation. I couldn't get the career I wanted, halved one of my stats, and got no benefit at the end because I'd failed to survive the full term. While I appreciate this is a random set of rules that produces interesting results, it's still not necessarily fun. I suspect after a few games it'd probably be less of an issue, but as an introduction to a game it does not make a winning impression. In fairness, there are rules to ameliorate the situation, allowing you to spend money to regain lost points through surgery. It's not that obvious, though, and also requires... money.
The randomness also means that things don't entirely make sense. My hard-living desert girl, for example, gained Endurance twice in bizarre circumstances, first by living in a slum (which I could just about rationalize) and then by working as a spy, of all things.
Also, the way that benefits build up over a career means that if you end up failing your first entrance roll and become a drifter, it seems sensible to stay that way because you'll accumulate better retirement benefits if you can gain ranks. Staying with one four four terms gives you an outside chance of reaching rank three, which is typically far better than rank two, whereas in two separate careers you're incredibly unlikely to make rank three. The ranks also grant you free skills. However, that also traps you in a dead-end and quite risky career, with quite poor retirement benefits in the first place.
Finally, the penalties for previous careers don't entirely make sense to me. Wide experience is often valued in recruitment, particularly if it seems directly relevant to a new career. This felt to me like it was trapping the character in an unwanted career path. I'm also a bit disappointed by the very limited options if you fail a career roll, given that each term covers four years of life - easily time to try corporate work if you fail to qualify for science, or get into trade if you can't pass the Army exams.
This could certainly be an interesting character to play, and Strength aside she's ended up fairly competent, but I still feel like getting your stats (the starting point for your character) hacked down like that tends to estrange you from a character a bit.
Second Character
This character's homeworld is a bit odd.
I manage to get two average stats and four below average, suffering penalties for them. I leave my pathetic little homeworld on the first Army recruitment drive that passes, going into support because I have at least a chance of surviving there and not ending up back home or anywhere even worse. Much to my surprise, I manage to pass a string of survival rolls and even several promotions, leaving me with a decent and fairly competent character.
Thoughts II
The world-generation tables can throw up some very odd results because there are no conditionals: how precisely does a world have a Balkanised faction? Let alone that faction being one of four power blocs in a moderately-populated small planet.
The tables are also rather confusing in some places. For example, Tech Level has DMs based on other elements of the world, like starport. It lists things like 12 (C) with a +2 modifier to TL. However, the Starport chart also has a C entry, which is the starport's rating corresponding to a roll of 7-8. Eventually I worked out that the C-class rating is irrelevant for TL modifiers, and that numbers of 10+ on each chart are also marked with a letter because... well, actually I don't think it's explained anywhere? A forum thread somewhere suggested that this was to reduce confusion, in case anyone misread "11" as two 1s, which... is technically possible, I suppose, but in context would clearly not mean anything. Bizarre.
I have to say he doesn't feel especially compelling, somehow, but maybe that's the poor stats talking. I could certainly construct something interesting out of his background, rapid ascent and the string of bitter Rivals he picks up along the way. If this was a Call of Cthulhu character I'd be happy enough with him, but in a system with a heavier emphasis on mechanics I'd be reluctant to play someone so comprehensively hampered.
I'm also slightly unsure about a system that mixes up mechanical, plot-point and background in the way this does, but more on that later.
Third Character
This homeworld is a miniscule place with nearly zero gravity, trace atmosphere and a temperature that swings wildly from day to night. Its tiny population inhabits a buried colony ship that went off course, where they have a collective mystical government. Nevertheless, they have a brilliant starport.
I get a decent set of stats (two plus, one minus) and manage to enter a scientific career. I try to move into Scout Exploration after a couple of terms for background reasons (starry-eyed backwater kid wants to see the universe), but fail the roll and have to enter the Navy instead. I survive the term, manage to move into Exploration this time, and do pretty well for myself, leaving with a fairly interesting character all round.
Thoughts III
I find the world-traits system a bit weird, in that the quite extreme worlds I've randomly generated so far nevertheless manage not to have traits (which affect character generation). So this waterless world doesn't get the Desert trait, fractionally misses out on being High-Tech despite its really very high Tech level (and lack of any other traits), isn't Poor because... it has too little atmosphere to be poor..? and has too much atmosphere to be a vacuum. Despite its bizarreness, therefore, it has no notable traits whatsoever. It strikes me that the absence of a planetary trait for gravity is particularly odd. It seems like there should be some fall-back traits to make sure any interesting world has at least something mechanically different about it.
Being less negative for once, I ended up with what strikes me as a really interesting background (admittedly my fluff, but their random charts) which led me on to make some fun career choices. I would quite happily play this character.
The Life Events are rather annoying. They're by far the most likely result to come up when you roll to see what happened during your term of service, and frequently lack any mechanical effects, giving only background, which I'm quite happy to make up myself. Plus, random background is quite likely to be unwanted. Where they do have any effect, it's largely negative (there are, it seems to me, too many results in this process that give you crippling injuries - though I notice, none that reduce your skills, which is interesting). If I'm pursuing a career in an exciting field, I want to get interesting career-relevant events, not generic stuff that may be mundane or even inappropriate. In addition, because only some results give Life Events, they contrast badly with the mechanical effect of the more interesting results (particularly those that give bonuses).
Fourth Character
My fourth character's homeworld is a cold, toxic, low-tech place run by a xenophobic oligarchy. My character is poorly educated, but astonishingly hardy (END 12) and well-respected. I decided to be a local celebrity, some kind of athlete who'd achieved popular fame. Unfortunately, my attempt to move into high society as a sports star fell flat, presumably being a bit too nouveau riche and wide-eyed for the oligarchs. Rather than admit defeat, I accept a place in the Scouts as a survey operative (the only one not reliant on EDU), where I do so well I'm compelled to accept a promotion for another term (double six). Predictably, he's injured in a disaster, but only slightly - I metagame by dropping Strength so he's not mechanically penalised. I gain another promotion and Jack of All Trades 0, a skill which helps with using untrained skills - but not at level 0. Hmm. I manage to retire with a fair chunk of cash and an EDU boost that cancels my only penalty score. Despite his great success in the Scouts, he still can't get acceptance as an aristocrat, and ends up navigating belter ships, but he's so bitter he just makes an Enemy and gains nothing but a weapon. Abandoning grand ambitions, he hopes to make it into the police for a steady career, but fails the qualification. Thoroughly fed up, he heads off into the mountains to shoot space grizzlies, surviving only thanks to his incredible toughness.
Thoughts IV
This character has had a pretty bad run of IC luck (albeit he escaped any really serious consequences), but I think would be fun to play. He's got an interesting history, a decent range of skills and a good set of stats (in fact, above average). Job's a good'un, all told.
I don't understand the inclusion of the Jack of All Trades skill. While a very useful skill in play, it's only usable once you reach level 1 or higher, which means randomly rolling it twice in character creation - you apparently can't improve it during play. The odds of doing that are very low, especially as it only crops up in a few advancement tables. This means that gaining JOAT 0 is often just going to be a waste of a roll. Again, maybe I've missed something.
I appreciate it's unlucky that I've failed such a high proportion of my qualification rolls, but it does show what's possible. Characters do tend to end up drifting or in the armed forces - and you can only Draft once, and can't even return to that if you fail to qualify for something else.
Fifth Character
Another interesting background - a sizable desert world (four of five have been deserts) ruled by an absolute military dictatorship under crippling restriction, but idolising space travellers. My character runs into a band of daredevil smugglers and seizes the chance to escape. I take up free trading to see the stars, but after a few years of decent success a war breaks out, forcing me to flee with only the clothes on my back. Imbued with an intractable loathing for the uniformed services, and too restless to be a colonist, I move into field research and end up running a secret jump drive project, surviving a diplomatic mess and earning a promotion. Having had a relatively successful and interesting career with no crippling injuries, I muster out with 5,000 and two ship shares.
Thoughts V
I note that almost half the possible careers are in the armed forces. I'd have maybe liked to see some more civilian options, but I can appreciate that it might get tricky to differentiate them mechanically (though I notice there are a few splatbooks). If your group's willing to refluff, you can probably treat a couple of the military careers as civilian ones, particularly things like Engineering.
Overall Thoughts
As expected, this system does indeed produce a range of characters with interesting backgrounds and skill sets, give the player a certain amount of choice, but throw in random elements that adjust those choices in unpredictable ways. All of the characters are probably playable, particularly as there's rules for treating injuries and even funding that treatment through debts.
That being said, my first and fourth characters showed pretty clearly that you can end up pretty comprehensively foiled by the system, which may well be frustrating if you're invested in a particular character concept. I think you'd need to be clear from the beginning that there's no point planning anything, and you need to work with whatever comes your way. Even picking careers that would work well with your stats - or compensate for weaknesses - is a chancy endeavour. You can probably control things a little better than I did if you know the system inside and out, or are less concerned about fluff issues like whether someone with a Strength 2 would keep applying for physical jobs. As it is, I got quite into a particular idea of my first character, so when everything went pear-shaped I'd likely have just scrapped her and started again. That's a fairly big deal, as I tend to pride myself on playing whatever I roll; moreover, Traveller chargen involves building connections with other PCs through sharing your events, so it would be a pain all round.
The fact that I failed six of thirteen qualification rolls - mostly needing only a 4+ or 5+ on 2d6 - is bad luck, but also demonstrates the possibilities of a system like this.
Another thing to note is that I lost out here by not having the connections rules to bring in. These connections to other players should really help to strengthen characters (fluff- and crunch-wise, as you get bonus skills) and keep you invested in them, as well as potentially taking the edge off mishaps. So I've probably overstated the negatives here.
While I've griped about it a bit, the promotion system (and the mustering-out benefits) do produce a complicated set of choices, in that you have to decide whether it's worth risking your existing career to try and break into something new, and the longer you've been in it, the riskier it is. However, at times the mechanics of it do chip away at the realism - it's artificially better to leave after one or three promotions than after two, for example.
Hacking it
If I were ever to run this myself, I might sit down and work out some mild hedges for the more extreme, boring or ineffectual results so that people aren't going to feel cheated by bad luck. I'm also not entirely happy about the Events where you have to make a skill check to gain anything, and potentially have a horrible accident despite having passed your Survival roll.
I might also tweak the rules so you can apply for a new career while employed, and only have to leave your current one if you pass the recruitment roll. This is more realistic for one, and also means you're not going to get screwed over as much if you botch a roll. It makes shifting careers much more appealing as an option - by default it seems quite a bad idea to voluntarily leave a career, because not only does it stop you building up promotions and benefits, but also there's a high risk of being stuck in a dead-end path by failing a roll, since you can never return to a previous career (also unrealistic, but not worth tinkering with). Drifting would be a final option for the sacked, or for anyone who wants that in their background.
Another thing I'd be tempted to hack is the application process, because I find it ludicrous that you can apply for only one career in four years, and your only fall-back is petty crime or war. The world is full of people who end up stuck in call centres, restaurants and other tedious jobs that - importantly - very rarely involve getting shot at. Off the top of my head, I would either whip up a list of fall-back jobs (specific undemanding ones with low Survival requirements), or just plain allow you to keep applying until you get somewhere. As in real life, people might then start with their most tempting career option and move gradually towards less appealing ones. In the present system, it's very dangerous aiming high because you can only crash and burn - you can't simply fall short. Moreover, it seems to me like the fall-back systems will lead to more generic and less interesting characters, because it tends to draw people into a small number of careers: nobody leaves the navy and ends up busking in starport bars until they get a record contract, nobody fails their entrance exams and leaves for a new colony in an angry huff.
Mixed Rewards
As I mentioned above, I'm really quite sceptical about the way Events mix up types of "reward". There are mechanical effects on your character, which you can provide your own fluff and inter-character connections for in a way that suits you. There are plot-point outcomes, like Contacts and Rivals, which are only relevant when they can be worked into the campaign, and which aren't intrinsically more interesting than any other plot point. Finally, there are pure fluff events like "someone close to you dies" or "romantic entanglement". Now I can see why the designers thought these might be interesting, but in fact it's very easy for that sort of thing to infringe on someone's character concepts, rather than enhance them. I think it's a reasonable thing to include in a game, but I think it should be an optional table that's an addition to the mechanical rolls of character generation, not mixed in amongst them.
Fundamentally, I think my issue is that I can roll something as simple as a Steward increase and decide that I had a romantic entanglement with a passenger's valet and exerted myself to the utmost to keep them happy - whereas if I roll "romantic entanglement" I don't get to allocate myself a mechanical bonus (you can, I admit, use the Connections rule to involve another player and gain a free skill - but you can do this with any event, so a Life Event is still mechanically worse). It's very possible for one character to get a career skill, a promotion that gives another skill, a rank skill and an event bonus from their term, and another character to get a single skill and an unwanted romantic interest with no mechanical impact. The second character is objectively worse off.
Over the course of four terms, you'll naturally tend to average out, but the problem is this doesn't prevent extremes. At the far end, a character could get sixteen highly useful improvements and leave with fabulous career benefits. Or fail every qualification roll, become a Drifter, be horribly mutilated four times and lose 24 stat points, but gain four unwanted skills. Or gain level 4 in a niche utility skill and have four romantic entanglements - even if you wanted them to be asexual, now their only notable feature is a string of would-be suitors.
Power disparity between characters doesn't have to be an issue, of course, but I think it's a drawback to the system that's worth bearing in mind. However, I do think the mechanical/plot/fluff mash-up in the tables is a problem. The other issue is something Dan mentioned when constrasting the varying crunchiness of D&D editions: stifling imagination (I think his original point was that having, say, a tripping attack power, actually creates the idea that you can only trip people using this ability, and that other classes cannot do it at all). It strikes me that if you explicitly include generation of background fluff in your character generation process - and even more so if it's mixed up with mechanical attribute generation - it can both shut down options for the player to create their own fluff, and tacitly establish an idea that background is something provided by the game. In this sense, I think again that the most personal fluff (generated by Life Events) is the most problematic, because events that kick you out of a career or have you pulling off some professional coup do control your fate, but allow the player to decide how, why and what it says about the character. In contrast, "romantic entanglement" decrees that you're a character who has romantic entanglements and this one was significant to you. I suppose you could decide to ignore it entirely, but then you're not following the intended chargen process, and you wasted that term's event (and you don't get many), and unlike some other games there isn't much chance to modify characters once chargen's over.
Worra Lernd
So have I learned anything useful that I can apply to Monitors?
Firstly, this never actually came up for me, but cross-party connections as part of chargen can be quite powerful in building characters you're invested in, and creating convincing background (and reason to work together). It strikes me that the way this is incorporated here, giving targetted mechanical benefits for involving other PCs, is probably quite a good way of doing things.
I also think mixing different levels on the crunch-fluff continuum as possible outcomes is a mistake. I was going to say "unless your game is not only balance-light but quite light-hearted", but I think I want to go stronger than that and remove the disclaimer. If you have a completely ridiculous and rules-light game, then background may be far more interesting than mechanics; conversely, in most situations, mechanical results are both more relevant and less likely to impinge on player choice, while creating space for player interpretation. I think there are very few situations in which both are equally strong, and character generation of all things is not one of them. This is, after all, the time when you are trying to get invested in a character.
Life-paths with random events are clearly quite a good way of creating interesting characters, while giving the player some degree of control. Control is based on things like:
- How much is down to player choice versus random rolls;
- Whether choices are conditional on success rolls (or other success mechanisms);
- The probability curves associated with random events;
- Whether players can influence unwanted outcomes after the fact (as with the Draft);
- Whether random outcomes offer choice, and how much
The amount of control will, I think, influence the tone of the game. A more random system is more likely to leave characters' fates to chance, which gives a merciless and turbulent tone to the game, perhaps most suited to comedy games or those where a lot of investment in characters isn't called for. A very controlled system allows players to build exactly what they want, and invest in the character (though it will privilege experienced players), but will have less potential for incorporating unexpected elements in interesting ways, and requires a character concept in the first place.
The kind of elements generated will also affect the tone, even if they differ mostly in description. If the system generates accomplishments, it imparts a bit of heroic flavour. If it generates things that befall you, it emphasises things like the chaos and unpredictability of the setting. One that generates exotic adventures that you've had, it suggests an adventurous and rather wild tone, while something that talks about shifting social relationships will make those seem more significant.
I do like the use of homeworld and career backgrounds, and I can see both of those being useful in some respect or other. I probably won't be generating detailed planets, though, so I'd probably go for more of a keywords list that players can pick suitable backgrounds from; also I might want origins to be more important than they seem to be in Traveller. But that's all something for another time.
Interesting post - thoughts part 1:
ReplyDelete- On suffering medical setbacks from mishaps: Did you see the rules about getting medical attention to undo those? They're useful. They also put you into debt but the default assumption is that a Traveller party will start out in massive debt.
- On randomness: not 100% convinced that the stuff you get is really that hard to rationalise, because you're fairly free to invent context for stuff from the tables and most of the stuff populating the tables is perfectly sensible. I can imagine dozens of reasons a spy might end up with a higher level of Endurance as a result of their work (training to endure torture in case they're captured, spending long agonising periods on stakeouts, etc.).
- On the odds of getting into a particular career dropping as you accumulate them: note that the target number for different careers varies, so it's easier to get into some careers in later life than others. In general, it's easier to start out in careers which do, as you point out, value experience, whereas it's harder to get into careers which value having young fresh-faced cadets to ram through boot camp.
- The reason Traveller likes to write numbers above 9 as letters (A for 10, B for 11 and so on) is because of the way stats are traditionally recorded in a very brief stat line, which allows for only one digit per variable. This sounds dorky but in the earliest days of the game was very, very important - writing out full descriptions of each stat for a world in a standard Traveller sector would result in what was in the 1970s a fairly chunky page count for an RPG supplement, whereas it was very economically viable for people back in the day to produce their own sectors and publish them in a 20-page pamphlet using this sort of notation system. Of course, this is mildly less useful these days, though I found that having hand-rolled enough planets it becomes easier and easier to quickly read and interpret planet statlines.
- Re: Balkanised factions: My interpret of the factions on-world is that they represent the type of government they would ideally like to replace the current government with (if it's the same as the current government, that represents a split within the current ruling factions, or perhaps a "loyal opposition" in a democratic system). So a balkanised faction is a faction which wants the world in question to have multiple governments rather than one world government. If the world is already balkanised, they want to keep it that way. If the world isn't balkanised, then they're a separatist movement who wants to break away from the world government (or, if the world is ruled by a foreign power or is part of a wider empire, they want to break away from that). I admit though that this is my rationalisation. On the other hand, I would argue that coming up with rationalisations is a large part of the fun of highly randomised systems.
Glad you enjoyed it. As I said, it’s very much a gut reaction sort of post, and I imagine most of the things that bothered me work perfectly well in Traveller itself.
DeleteI did know about the medical attention rules, and I mentioned them somewhere in the wall’o’text, although I had temporarily forgotten them during actual chargen. What with buying yourselves a ship, I know Traveller is quite debt-happy, and in fact it’s got quite a hard feel with things like mortgages and repayments to bother about, so even the 20K credits isn’t so much to worry about. On the other hand, a newbie (like me) doesn’t have an instinct for that attitude, and isn’t likely to already know about medical treatment, so my instinctive reaction was that my character just got nerfed, later followed by gaping at the cost of surgery.
Rationalising outcomes isn’t necessarily difficult, in fact usually it’s fine. In fairness, my ‘issue’ (such as it was) isn’t with spies getting tougher as such, it was that by this point I’d marked my character down as tough, raised on a harsh desert world and hardened to a brutal wilderness life, and I found it hard to picture what spying could entail that would make you even tougher. But the torture one works.
Interesting about the stat codes, and I suppose that makes sense. Perhaps it’s explained somewhere in the other 150 pages of the rulebook.
I can see the balkanised faction thing if you put it like that. For some reason I was just seeing it as a faction that was itself balkanised... To be honest, world generation was very much a step on the way to chargen, so I wasn’t trying all that hard (although I’m slightly proud of my buried colony ship). Normally I’m quite pro-rationalisation, I’m with you on that one. But since none of the worlds were going to be used, and I was looking at the chargen system, it didn't seem worth spending much time on them.
Careers, you may be onto something, though I'm not quite convinced the numbers make as much sense as your argument suggests.
Re: Medical attention - Yeah, I would definitely make 110% sure that a) people knew the medical attention rules were there and b) knew it was OK to start out in debt before starting chargen next time I do it because it isn't at all obvious. I love how information-dense the Mongoose Traveller rulebook is but it doesn't exactly ease people into the local conventions.
DeleteThoughts part 2:
ReplyDelete- Re: world-traits and character gen: I admit that I didn't bother generating homeworlds for the PCs, I just had them pick a trait they wanted from the list and take the appropriate skill with the intent of working up the homeworlds later.
- Re: Life Events: I admit not studying this table very much because when we ran character gen we only ended up with one person rolling on it. That said, there are some significant results on there - it's the only way to unlock psionic powers, for instance - so I'd be inclined to keep it and swap out any undesirable RP entries or add more mechanical stuff.
- How did you manage to get Jack of All Trades 0? I thought skills you picked up during terms of service were obtained at level 1 aside from your Basic Training stuff.
- Re: military focus - Yeah, this is another legacy thing. FWIW, CT just had naval, marine, army, scout, merchant and "other" career paths, with no differentiation within them into service groups, so Mongoose Traveller substantially increases the number available. I think having a lot of military careers can be useful because a very viable campaign structure is the all-military campaign where you go around doing mercenary work.
- I 100% agree that being invested in a particular concept isn't entirely smart. My players all actually ended up playing the sort of characters they wanted to play in the end, but they sometimes took circuitous routes to get there.
- I think power disparity is way way less of an issue in Traveller than it would be in, say, D&D. First off, MGT is civilised about giving you plentiful basic training and so forth so you do at least get a basic spread of skills. Secondly, if you use the skill packages system, which gives you a bunch of level-1 skills, the party can elect to offload them onto the less well-off characters in order to even things up. Thirdly, it's worth noting that a lot of those niche utility skills ain't that niche - "Steward" sounds lame until you factor into the fact that your Steward skill defines how many High Passages you can offer on your ship (High Passages being a) a source of FAT LOOT for the PCs and b) a chance for the GM to throw some interesting NPCs at you - and of course, as Steward you get to be the one who primarily interacts with them).
Good point about psionics. There’s a couple of interesting possibilities, like artefacts, but only a quarter of the events are non-fluff. Are Contacts and Enemies and things actually significant, or are they genuinely just RP/DM aids? The romantic relationships (a full quarter of the table) are the worst offenders, so perhaps they could be replaced by something less problematic – even just cutting the word ‘romantic’ would be a good start, and open player choice up a bit to include things like business relationships or family ties.
DeleteI was really puzzled by the JOAT thing, and spent ages rereading things and trying to work out how that could have slipped through playtesting, so I’m glad to be wrong. Seems I misread a line at the bottom of page 8 where it explains how numberless skills work; I think I transposed the 1 with the 0 just under it. In my meagre defence, with their skill system it makes some sense to me that you’d gain a skill at rank 0 or increase it by one if you had it already.
I can definitely see why they end up with a military focus – they’re an obvious thing to have in a space empires game, and combat skills are always useful in an adventurey sort of game. Also, as I said, I really dunno what other non-military careers you’d have, whereas the military ones have some decent delineation and equip you with a range of generally useful skills.
Originally I had Steward in my example, then realised what it actually did and removed it. Some seem definitely less likely to come up than others, though (Seafarer and Art spring to mind). On the whole, though, I think this is one of those things that probably works perfectly well in practice, but is offputting on first exposure. “So... Susie is a crack shot medical genius, Dean can pilot a burning ship through an asteroid field while convincing the pirates to attack each other, and I’m really good at making mid-flight cocktails.”
Contacts and Enemies are in principle useful but in essence they are a reminder to the GM to provide NPCs who can act in that role, so yeah they're basically an RP thing.
DeleteRe: JOAT - Yeah, I understand what they are doing with 0-rated skills but they don't do a brilliant job of explaining the point about when you earn a 0-pointer and when you jump straight to 1-rating.
Re: Less-useful skills: it's worth noting that some skills are actually correspondingly rare on the skill tables. Seafarer appears *once*, on the barbarian tables, and you can avoid it simply by not rolling on the table in question. Art pops up a lot on the Entertainer section but on the other hand if you're playing an Entertainer in the first place you're likely to actually want the skill anyway, and if you don't you can again avoid it for the most part (except for in basic training). The Traveller skill list in general is actually, by my reckoning, remarkably low on low-utility skills compared to other systems. (Ever use Accounting in a CoC game?)
I agree that some of the skills are undersold though.
Thoughts part 3:
ReplyDelete- Finally, on the RP stuff: I don't agree that including RP stuff on the tables means that people start thinking only people who made the appropriate roll can have that stuff in their background; most roleplayers in my experience, even beginning ones, tend to add extra embellishments beyond what the system calls for anyway without prompting. I do agree that it's at best a "neutral" result on the table, on the other hand the whole system's set up so that you don't get equal results from any particular term.
Fair enough, I may have overstated the case. My feeling would be that if there's a game mechanism for (say) giving your backstory romantic entanglements or important deaths, then this would tend to quietly discourage people from inventing those off their own bat, but I've zero actual evidence for it. But I certainly don't mean to argue that they won't create background at all or embellish events.
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