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DeZrog March 14th, 2020 07:59 PM

Character Generation Optimization Guide
So... I bought the MGT2 Core Rulebook several months ago, and for some reason, I love creating characters. I made so many that I thought I'd share my observations about character creation in a post.

I put the article up on my (non-commercial) website:

I'd appreciate some feedback from the community, as I haven't played the game itself a lot, so I'm making some assumptions about "useful" skills (which are also campaign-dependent, I realize...).

You can post here, or on my site, but I don't approve comments on my site all that regularly, so here might be better...


by_the_sword April 8th, 2020 08:43 PM

Hello DeZrog,

I had a look at your Character Creation (Chargen) methods and I think that if the Referee is okay with vectored generation like that, then it is an excellent way to create a party with all of the "roles" filled.

One of the interesting things about Traveller Chargen, is that you never get exactly what you want. In fact most times you get something completely unexpected. Which is part of the fun of the game. Mongoose allows for "Party Skills" which allow a group to have skills that would be useful in a Traveller Campaign. So you can get that "Pilot" skill even if you are a colonist.

I recently started a Traveller campaign with three completely new players. I hadn't played the game in years so we got off to a rough start with Chargen and the players had some pretty crappy rolls. I offset this by allowing a player who has no stat higher than 9 to make any of the six stats a 9 (giving them a +1 to rolls related to that stat). It seemed to help things a lot.

I completely agree with you about Int, and Dex being the most important stats.

chipla April 10th, 2020 08:42 AM

I’d argue that ‘optimising’ chargen in Traveller takes away one of the joys of the life-path system (in that you’re not meant to be designing ubermench but ‘real’ people). That said I do allow my players up to three re-rolls on stats and they have to pick which of the three arrays they liked best. I’d also put INT and EDU as the two most important stats - as they apply to a wider range of characters than DEX and ofc because of the skill limit.

Regarding utility skills it depends on the referee, the players and campaign type. I’m currently running through Pirates of Drinax with some guys who’ve never touched Traveller before. One of them was enamoured by the idea of playing a noble of Drinax. He has no combat skills (aside weirdly from Tactics (Naval) that he got via event) but is the god of social interaction. Another is a repeated failure at life because he had just terrible rolls at character creation but has a good number of medical and combat skills and has piloting and astrogation skills. The third is a decent engineer but can’t talk to anyone without swearing or calling them an idiot. The characters cover each other’s weaknesses and compliment each other’s strengths. If all of them focused on the same skillsets they’d work less well as a crew. That said while the only skill I think every character should have is vacc suit (armour for non-space campaigns and basic survival for space campaigns) I think that a well complimented ‘party’ (assuming space travel) should have a character with pilot, a character with astrogation a character with engineer, a character with electronics, and a character with broker. Stuff like gun combat and gunner tend to come from player careers anyway but astrogation is something that players should actively seek out (either career wise, through connections or through skill packages).

CaptRet April 11th, 2020 11:45 AM

In Mongoose Traveller, if your band of characters come from the same institutional source (e.g. Navy; or Marines) you can easily get multiple characters with some of the same skills. Certain skills are awarded with promotion within the hierarchy of the institution (attaining rank), so you can have various characters who each have Leadership, as an example.

Jason October 5th, 2020 11:28 AM

Shouldn't Scouts be the top career to get a ship, since if they do get a ship it comes completely paid off, whereas any other ship will still have a hefty mortgage on it unless you roll it four times? Being subject to recall by the Scout Service is an adventure hook, not a disadvantage.

Condottiere October 5th, 2020 01:40 PM


Sure, but not everyone want to be the chauffeur.

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