Citizens of the Imperium

Citizens of the Imperium (
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-   -   CT+ Careers (

robject August 16th, 2005 10:57 AM

MT consolidated LBB1 + Citizens nicely, with something like 18 career types, right? If we stay with that philosophy, perhaps CT+ chargen is simply MT basic chargen. The simplest and easiest solution.

A variation on that would be to add in elements suggested by folks here, such as:

* Sigg's "special duty roll", which provides additional benefits at increased risk.

* T5's chargen-wounding rule (instead of death), which can provide wound badges and medals for military players wounded during service.

Also, I'd like to consider if Life Pursuits can trim down the total number of umbrella career types. Just as skills in CT are broader than skills in MT/TNE/T4, perhaps careers should be broad, too. Life Pursuits give players the ability to specialize their characters within a career umbrella.

I showed how T5 conceptually breaks careers down into specializations at:;p=1#000014

A wilder (perhaps cooler) variant would be to take the Burning Wheel route, and have sub-careers which a player can traverse her character through, and which may have various dependencies on characteristics, skills, or previous sub-careers. This is actually an extension of the "Advanced Education" concept from CT, so it is not completely foreign to CT.

At any rate, the careers I recall being in CT/MT are:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Scout

Scientist</pre>[/QUOTE] a couple more, I think.

The old T5 draft (the new T5 draft list is different) career list (which uses careers more like clusters or umbrellas) is:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Noble
Functionary (NPC role)
Citizen (NPC role)</pre>[/QUOTE]My current preference would be to group careers into cascades. But the sub-careers almost become too narrow, shrinking down into single skills or titles:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Noble
- bureaucrat
- diplomat
- ambassador

- pirate
- barbarian
- ?

- steward
- performing arts
- ?

- belter/surveyor
- xboat duty
- xenoambassador

- liaison
- ?
- ?

- vehicle ops
- combat ops
- strategic

- diplomat
- spy
- mediator

- scientist
- instructor
- sociologist

- bureaucrat
- diplomat
- liaison

- colonist
- doctor
- hunter</pre>[/QUOTE]

mike wightman August 16th, 2005 11:30 AM

The MT one you missed is Law Enforcement [img]smile.gif[/img]

mike wightman August 16th, 2005 11:40 AM

If you then add the T4 careers Entertainer, Agent, Scholar, three more would get you a nice round twenty four careers.

You've mentioned Colonist, Functionary , and Citizen...

robject August 16th, 2005 11:47 AM

Yes. It feels like "career bloat" to me, but it would certainly follow naturally from the Citizens supplement.

mike wightman August 16th, 2005 12:27 PM

It would only take up eight sides of paper...

{plus four sides to explain character generation, four to explain benefits, two for tasks, nine to explain skills, and a page or two for an example of character generation - all of which assumes LBB size, halve it if the size of a normal book}

Golan2072 August 16th, 2005 12:42 PM

IMHO we should use LBB1+Citizens for basic chargen, and (consolidated) LBBs 4-7 plus an expanded version of Citizens (which will have to be built; Fritz88 has a Law Enforcement one and I have a Belter one, the rest will have to be designed from the basis of Citizens).

mike wightman August 16th, 2005 12:56 PM

Eighteen to twenty four expanded character generation systems? :eek: :eek: :eek:

robject August 16th, 2005 02:08 PM

See, Sigg? I told you it would be Career Bloat [img]smile.gif[/img]

The more careers we add, the more dilute they become. We'd be hard-pressed to come up with 24 expanded careers that are "unique enough" to be worth the effort. The 18 CT+Citizens careers are stretched as it is.

LBB1 had six careers and 20- or 30-odd skills. I suspect that the ratio of career count to skill count (1:5) is important. MT had eighteen careers and 100+ skills. I suspect that in order to have properly delimited careers, MT requires around 100 skills -- the 1:5 ratio. T5 posited 13 careers and 75 skills -- again that 1:5 ratio pops its ugly head up.

That ratio might be artificial; might be a coincidence. But I don't think so.

If we have 50 skills, then I think about 10 careers will be meaningfully unique. The rest will start to look a bit... well, non-unique.

Assuming I'm right [img]smile.gif[/img] , my choices would be
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Scout
Navy (incl. Flyer)
Rogue (incl. Pirate, Barbarian)
Scholar (incl. Scientist, Instructor)
Functionary (incl. Bureaucrat, Agent, Law Enforcement)
Citizen (incl. Colonist, Hunter, Doctor)
Belter (maybe)</pre>[/QUOTE]

mike wightman August 16th, 2005 02:39 PM

I wouldn't have expanded character generation in CT+.

Assignment tables could be added easily enough to add fluff - but I'd do it in an expansion to the core rules.
Decorations could be linked to special duty and promotion rolls - exceed your target number by four or more and roll on the decoration table.
But again, I'd keep it for an expansion.

Now about the careers to skills ratio - I can see your point.
But, LBB1 and Supplement 4, with 17 careers total - or 18 if you still count other ;) - has 41 skills taken from LBB1, 4, 5 plus some new ones.
LBB6 added four new skills, LBB7 two more, and LBB8 two more, for a grand total of 49.

Berg August 16th, 2005 02:42 PM

I mentioned a possible solution on the "CT+:What would you do" thread I got from Freelance Traveller


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