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  #1  
Old October 29th, 2014, 11:07 AM
Adam Dray Adam Dray is offline
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Two ideas here. I suspect other people have already done this, but I haven't seen it anywhere.


Player Jumpstart Books

Has anyone created player books for jumpstarting play?

I'd like to put together something that encapsulates all the rules a player needs to generate a character for one career as a small PDF. Each booklet would lay out the steps for character creation through that career in an intuitive way. Players could print out one or two of each book and then pass them around as they create characters.

The value-add on top of the core rules:

1. Separating the careers into different booklets lets everyone at the table create a character at the same time, without owning a copy of the core book.

2. The chargen rules in the core rulebook are explained in a very generic way. This would explain the rules in a very career-centric way. Roll on THIS chart for your skill training. Roll THIS survival roll, and go to page XX if you fail. Choose promotion or commission and make one of THESE rolls. Roll on THIS event chart.


Simplified Careers

Yeah, yeah, the chargen rules aren't that hard to understand. But they are. I've been gaming since '79 and I've done some professional game editing and even I had trouble understanding the MgT chargen rules, which made me jump all over the place to understand what to do next.

I think that the MgT chargen rules could be greatly simplified without making play any less fun. Here's what I'd do with it.
  1. Choose a background from a list. Get a few skills at 0.
  2. Choose a career (e.g., Navy). You're level 0 in that career.
  3. That career offers you 6 standard characteristic arrays. Pick one or roll.
  4. Gain background skills for that career.
  5. Level up. Repeat until you reach the appropriate level. The referee will tell you what level character to make: probably 3 or 4.

The level-up process:
  1. Add 1 to your level.
  2. Choose a career path (e.g., Crew / Engineer / Gunner / Flight / Officer) for which you qualify (based on characteristics and skills).
  3. If it's your first time in that career path, gain one path background skill at 1. You choose from a list.
  4. Roll d6 on the skill training table for your path and add the number of times you've taken that path prior to this time (+0 the first time). Certain advanced skills for that path start at 7 on the chart. That adds +1 to a skill.
  5. Roll on a 2d6 events table for that path. Each event adds color to your life and offers you a choice and a skill. Some might offer characteristic bonuses.
  6. Roll on a 2d6 benefits table, too. Don't wait till the end to do this.

Hey, you can also use this level-up process for continued play. At certain story milestones, the referee can let everyone level up, but it might not make sense if you're Navy and you are no longer in service.

So we add rules for multi-classing. You can switch careers but it costs you. Basically, you spend your level-up to gain level 0 in a new career, but you get only one of the background skills for the new career, not all of them.

Now your ex-Navy 4 (Crew 2, Officer 2) can multi-class into Freetrader 0 class (total levels = 5). At level 6, he is Navy 4, Freetrader 1 (Captain 1).
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Old October 29th, 2014, 11:43 AM
Adam Dray Adam Dray is offline
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I just checked the Traveller SRD and I see that the career write-ups are not Open Content. That certainly makes this more difficult to do commercially. Oops.

Time to start writing my Freetrader RPG.
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Old October 29th, 2014, 02:12 PM
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I have put together booklets of my house rules and rule modifications, but never a "jumpstart" booklet for new gamers. That would prove to be quite useful, and I will need to give it some thought.
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Old October 29th, 2014, 04:16 PM
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Lately I've been running games at cons, and I'd like to do chargen at the table but not take up the whole session doing it. A jumpstarter booklet for each player would help a lot.

It shouldn't be hard to compile for personal use. It just can't be a commercial thing without Mongoose's permission, as the career charts are not Open Content.
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Old October 29th, 2014, 06:59 PM
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Quote:
Originally Posted by Adam Dray View Post
Two ideas here. I suspect other people have already done this, but I haven't seen it anywhere.


Player Jumpstart Books

Has anyone created player books for jumpstarting play?

I'd like to put together something that encapsulates all the rules a player needs to generate a character for one career as a small PDF. Each booklet would lay out the steps for character creation through that career in an intuitive way. Players could print out one or two of each book and then pass them around as they create characters.

The value-add on top of the core rules:

1. Separating the careers into different booklets lets everyone at the table create a character at the same time, without owning a copy of the core book.

2. The chargen rules in the core rulebook are explained in a very generic way. This would explain the rules in a very career-centric way. Roll on THIS chart for your skill training. Roll THIS survival roll, and go to page XX if you fail. Choose promotion or commission and make one of THESE rolls. Roll on THIS event chart.


Simplified Careers

Yeah, yeah, the chargen rules aren't that hard to understand. But they are. I've been gaming since '79 and I've done some professional game editing and even I had trouble understanding the MgT chargen rules, which made me jump all over the place to understand what to do next.

I think that the MgT chargen rules could be greatly simplified without making play any less fun. Here's what I'd do with it.
  1. Choose a background from a list. Get a few skills at 0.
  2. Choose a career (e.g., Navy). You're level 0 in that career.
  3. That career offers you 6 standard characteristic arrays. Pick one or roll.
  4. Gain background skills for that career.
  5. Level up. Repeat until you reach the appropriate level. The referee will tell you what level character to make: probably 3 or 4.

The level-up process:
  1. Add 1 to your level.
  2. Choose a career path (e.g., Crew / Engineer / Gunner / Flight / Officer) for which you qualify (based on characteristics and skills).
  3. If it's your first time in that career path, gain one path background skill at 1. You choose from a list.
  4. Roll d6 on the skill training table for your path and add the number of times you've taken that path prior to this time (+0 the first time). Certain advanced skills for that path start at 7 on the chart. That adds +1 to a skill.
  5. Roll on a 2d6 events table for that path. Each event adds color to your life and offers you a choice and a skill. Some might offer characteristic bonuses.
  6. Roll on a 2d6 benefits table, too. Don't wait till the end to do this.

Hey, you can also use this level-up process for continued play. At certain story milestones, the referee can let everyone level up, but it might not make sense if you're Navy and you are no longer in service.

So we add rules for multi-classing. You can switch careers but it costs you. Basically, you spend your level-up to gain level 0 in a new career, but you get only one of the background skills for the new career, not all of them.

Now your ex-Navy 4 (Crew 2, Officer 2) can multi-class into Freetrader 0 class (total levels = 5). At level 6, he is Navy 4, Freetrader 1 (Captain 1).
You're reinventing 13mann's Liftoff, Adam...
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Old October 30th, 2014, 04:09 AM
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I wrote this is 2006, if any of it is useful please take it.
http://www.travellerrpg.com/CotI/Dis...ad.php?t=10884

Warning - the formatting is all over the place and double posts abound.
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Old October 30th, 2014, 10:40 AM
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I'll have to go look at Liftoff again, but I'm pretty sure this isn't what I saw in the early documents. Anyone have a link to the current docs?
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Old December 15th, 2014, 02:37 PM
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I'm considering making a selection of small books that do something like this. They're designed to be combination of Dungeon World's playbooks with MgT-style careers. I know that the careers aren't open content, so instead I would create my own. They would be similar, "Soldier" instead of Army and so on, with very similar skills, but different benefits, events and mishaps. All of my events would give you a choice of what to do, instead of simply stating "You commit a crime, how do you get out of it?"

Each book is made to be filled out for a single character. Each event and mishap has a "serial number" that you read back to the ref as you generate. This serial number links to a secret about what "really happened" during that event, and ways the ref can use it in the story to reward or complicate the character's life.
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Old December 15th, 2014, 10:52 PM
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Quote:
Originally Posted by Disco Soup View Post
Each book is made to be filled out for a single character. Each event and mishap has a "serial number" that you read back to the ref as you generate. This serial number links to a secret about what "really happened" during that event, and ways the ref can use it in the story to reward or complicate the character's life.
Very cool! I'd like to see that.

I don't understand why MgT character creation is so hard for some people, tho. There's a really nice checklist on page 5 in the Core Rulebook.
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Old December 16th, 2014, 03:20 AM
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Not since TNE, I took the playtest files and cobbled together Character creation, tasks and skills and the basics of combat. Then added the campaign introduction. Unfortunately creation was a hybrid process between digital and manual with all of the paste-up for reproduction being manual. So I can't point at a copy for y'all to look at.

I did have a GURPs GM do something simular but his books where all Handwritten and photocopied as well....
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