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  #1  
Old December 26th, 2008, 10:14 AM
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Default The Perfect Traveller Adventuring Team

Ok, here's a question: if you had to make a generic 4-person 'team' for a generic adventure, what would you choose?

I'd pick a Scout with piloting skills, an Engineer with a habit of tinkering, a Merc that can double as Ship's Gunner, and a full Doctor (not just a medic) who likes research and xenoscience. I think those 4 could pretty much handle just about anything. Am I wrong? Would they be flexible enough? Unless it's a merchant campaign, then you'd need someone with Broker and such.

Whatdoyathink?
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Old December 26th, 2008, 12:07 PM
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You're right. That's sounds like a crack team.....what sort of patron would bring them all together?
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Old December 26th, 2008, 01:52 PM
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I like groups of three for a number of reasons, mostly because it discourages splitting the group up during adventures, making my life a little easier. Secondly, it's a tight group and easy to corral into gaming commitments.

So my idea of a perfect team is one created by my players to be as flexible as possible with the fewest PCs. There is an ex-Navy starship engineer (gunnery-1) who can trace his lineage to MacGuyver, an ex-Scout pilot who has a hero complex, and an ex-Merchant navigator (broker-1) who is part Ferengi, if in spirit only. They have the experience and contacts to get almost anything done and the lack of hard combat skills forces them to be creative instead of destructive.

As for blood and guts, IMTU the medical tech is advanced enough that the auto-doc on their Type S was more than sufficient to stabalize most injuries or freeze the patient for a week. The navigator gripes though that the auto-docs on merchants are much better
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Old December 26th, 2008, 03:00 PM
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Three Person Team, best in my opinion as a GM (I honestly can't say the last time I've played as a player):

Scout: This guy is a hot pilot - maybe not as good as he thinks he is, but still very good. He's an okay mechanic but nothing special but is very good making temporary repairs. His off-time hobbies include drinking, flirting with the ladies, and gambling - his particular vice is actually racing ground vehicles of different types and serves as a decent "wheel man" on the ground, but his interest in driving rapidly drops off when there's nobody to compete against at which point he'll just play cards. He's also a conflicted faithful of some unpopular cause in the Imperium - perhaps he agrees with the aims (but not the methods) of the Ine Givar, he's visited the Consulate and thinks their society is pretty admirable and thinks psionic suppression laws should be abolished, "went native" and fought alongside the locals in some rebellion that the Imperium crushed, etc.

Rogue/Merchant: Grew up in a slum desperately poor, was caught trying to steal by a curmudgeonly merchant who took the player in and taught him (or her) the ropes. Skilled at fast-talking, getting a good price, and generally playing the market. Unfortunately, while his market sense is good, he also wants to be rich and takes risks which have bad habit falling through and has no problems investing money with shady people - criminal organizations and so on. His background as poor also gives him a certain amount of extralegal skills or small vehicle piloting skills. He's an okay "second wrench" mechanic's assistant.

Navy Doctor: A blue-blooded noble who is not in an inheriting position but is in an okay position with his family, except they want him to marry, and he doesn't want to (it may or may not be important why - he might be gay, he might be in an arranged marriage, he's just irresponsible about that, etc.). Despite his name getting him an appointment as a Naval doctor, he's actually a very good doctor and enjoys making people better. He should ideally have some sort of combat-related surprise, like he's some past master at unarmed martial arts, or is a crack shot with rifle, or is a duelling master with a sword. An Imperial Noble, he dislikes corruption, injustice, and cruelty, especially when it is nobles doing it to commonfolk and generally plays the party idealist.

There's certain skills I intentionally leave out, most notably a gee-whiz mechanic. As players, I think it's actually key to have some skill missing, no matter how annoying it is for you as a player. Parties of players that can do it all have a nasty habit of eeling (slipping away) from situations that would make good adventures simply because they have no lacking areas you can exploit. When they do get involved, they tend to be mercenary in the extreme - they don't really have any emotional stake in whatever is happening and are just there in a purely mercenary capacity ("I'm just here to get paid") which gets annoying for any GM who wants games to mean more than just rolling on the cargoes table.

If a party lacks a really skilled mechanic, for instance, yearly repairs, scrounging for repair parts, the failure of ad-hoc repairs, and so on are great ways to strand your players somewhere and make them explore stuff. The concepts allow maximum exposure to possible adventuring: The merchant can get merchantile cargoes and so on, the noble lets the players circulate in the SOC B+ crowd, the scout's has contacts amongst the scouts and similar spacers. There's also secondary motivations for everyone: The scout has his past, the merchant has underworld links, and the noble believes in justice. And there's even tertiary hooks.
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Old December 26th, 2008, 04:44 PM
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A group that gets along (Player wise) is the best survival Traveller Adventuring Team there is.

I have seen many a group of players who have some of the best characters to do any mission, adventure or game life in genaral who don't like either other or don't like the other persons character (player don't like, not a character don't like character), just degenerate into nothing.

Played a game once where we all like each other and had fun playing together. GM had an adventure where if anyone had any combat skill it would have been an easy done and over with scenario. Once character (professor/scholoar) knew about them but never fired or handled one, one female character had weapons skill, fingernail file, and the closest weapons skill character had weapon skill, fetish whip. (He was an entertainer turned Porn Director.) And not this was not a beer and pretezel game.

We all had a good time. Why because it became almost comical watching from the outside in on the game as we tried to get through a 'zombie, living dead' problem.

So, players who are willing to play their characters and have fun at it (ie not take anything personal from another players) are the best survival group there is.

NOW, if the question you asked Spinward is what type of 'Character types' are the best kind of survival group, I would have to say that you are probably pretty close with your listed group. As long as they are just Adventures.
Put them into politics or pure combat or such, and they will have to 'fight' or 'out think' their issues, could be an interesting game session or several.

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Old December 26th, 2008, 05:22 PM
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3-4 characters always seemed to work best when I’ve run my campaigns. The core group of players who could always be counted on to show up on game night was usually no more than 4, but often the group would swell to 10 or more when the regulars would make sure the others could show up when more firepower (or bullet-magnets) or crew was needed for some major climactic adventure. I always try to design my adventurer ships to work with a minimum of 3 crew to help make the numbers work, but often the players would gain access to larger craft if they needed more elbow room for the big missions.

The current group is the same 4 players who started a campaign in 1980 and retired their characters after 10 game-years of adventuring. They have the same mix again of types, and one is replaying his old character (which he has kept all this time, the notes on the back are hilarious).

Commander/Pilot: Ex-Scout who is now older and wiser, but still a romantic at heart; imagining himself to be akin to the early Scout days of one-man ships throwing themselves out into the void opening the way for mankind to settle the stars. Strange new worlds and all that.

Unfortunately his reality is more like that of Alien and he has always been caught in the currents of events bigger than himself, hanging on by his wits to survive the mean n’ nastiverse. He is a crack pilot and a gifted navigator…capable of landing his burning, shattered ship in the teeth of a gale on a water world and once made a three jump trip across the Deep Rift without gravity wells to guide him. Being a Book 1 Scout he was always a little older than the others so he could finally get some “useful” skills so he also wields a passable laser carbine. This guy has become the model for a prototypical Pilot for our games, though with the expanded Scout Chargen the type is more flexible nowadays.

Gunsel/Wheelman/Medic: At least one player always wants the action-hero character that can drive anything, shoot everything, and patch you up when you forget to duck. Good for getting the players out of tight spots and laying down suppressive fire while the others get the cargo onboard when someone rolls snakeyes during tricky haggling with smugglers.

Combat Rifleman covers just about everything needed in the game so, since that’s a gimme in the Marines, Medic is the targeted skill. The only problem I’ve ever run into with this character has been when he forgets to duck and no one else knows how to drive the hovercraft/APC/Air Raft because since this PC had that skill no one else thought it was important to have it too. Even after playing for 30 years I always see that lack of desire for skill redundancy in player groups – happens with the pilot too. There might be a paper in there somewhere, but it does sometime make for interesting plot points in my games.

Engineer: Starships being the delicate, but often shot up, things that they are you gotta have an engineer. Usually ex-Navy or Merchant and strangely rarely found in the middle of the action when on the ground or in space. Even in something as small as a Type S everyone just figures he’s back in the dark corners of the engine spaces reading tech manuals or something. The less talkative player always seems to pick this type which further reinforces the archetype. Often older than anyone else so they can get as high a score as possible in Engineering and the other McGuyver skills.

Road-Lawyer: Ever since Merchant Prince came out (the JTAS insert was a big draw in our group when it showed up) this guy has been a highly useful addition to the line-up. Maybe it’s because we are older and running less wild n’ wooly gunslingers-in-space type adventures and more high end complicated adventures involving corporate combat (real and boardroom) with trade routes, explorations into unexplored space for resource rights and markets that this character has evolved.

Usually the single PC I allow to rolled up with Merchant Prince per campaign (to limit the over saturation of omnipotent skills this book creates)the Road-Lawyer has high marks in Broker, Legal, and Admin to allow him to cut his way through the red tape like a laser through warm butter. The prototype was also highly skilled with a samurai sword and submachine gun (those weapons didn't spoil the lines of his Cloth-armored suits) for those hostile takeovers. Extremely helpful when negotiations go south and iffy cargoes are at stake.
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Old December 26th, 2008, 05:50 PM
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Every character has a gun skill
At least one has a blade at 2+ for silent kills.
At least one with level on in each skill of: Pilot, Nav, Trader, Broker, Engineer, Legal.
At least one has soc 11+
At least one has soc 4-
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Old December 27th, 2008, 01:06 PM
Ran Targas Ran Targas is offline
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Quote:
Originally Posted by aramis View Post
At least one has a blade at 2+ for silent kills. At least one has soc 4-
I like the sound of this game; makes me think your Trav is a lot grittier than mine.
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Old December 27th, 2008, 01:39 PM
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Think Errol Flynn in space. Larger than life, cinematic. NOT gritty.
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Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
Viscount of Adabicci (SPIN 1824)
Marquis of the Solomani Rim (SOLO 0606)
Marquis of the Third Imperium (SPIN 2410)
Baron of the Third Imperium (SPIN 2231)
Knight of the Iridium Throne (CORE 1434)
Sir William Hostman (OLDE 0512)
Sir William Hostman (DAGU 0622)
Knight of Deneb (REFT 2239)
Knight of Deneb (Spin 2532)
SEH w/Diamonds for Extreme Heroism - Battle of Boughene
MCG - Battle of Boughene
TAS: William Hostman (CORR 2506)
TAS: Bearer (DAIB 1326)
IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
Wil Hostman 0602 C539857-9 S A724
OTU: 95% 3i an+ au+ br- cpu± dt± f+ fs++ ge± ih- inf± j± jf+ jm+ jt+ ls- n= nc+ pi+ pp-- tp+ tr+ tv- vi-- xb+-
Unless there is bold red text, presume my posts to be my personal material only.
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Old December 27th, 2008, 05:55 PM
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Current campaign's roster of characters

The Captain, 1 term scout and 5 term space patrol, ennobled, engaged. Soc 11

The Owner, 1 term Marine, 2 term Army, 3 Term Noble Soc 10

The Friend, 1 term Pirate, 1 term navy, 1 term scout, 1 term Spy, 2 term drifter, Mother to a 3 year old. Smartest person in the room, best Educated too, and could not stay in a carreer to save her life. Running joke is she was thrown off her Pirate Ship for always being right. Played as being incapable of suffering fools, always has to point out others errors to them. Soc 5

NPC's The Fiance, 4 Terms Daryen Navy, 2 Terms merchant. Noble Soc 11
Her Paten partner, female wolfen, 3 terms pirate, 2 terms merchant. Charisma 12, no pack, gone straight ex-pirate the was stunned to find a human that she can't stand to be parted from.
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Last edited by ThunderChilde; December 29th, 2008 at 02:41 PM.. Reason: revised spelling
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