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General Have you found CharGen to be in the way of playing Traveller?

Most of the players I have had come from a Dungeons & Dragons background.
As a result, they want to either become the finest single-discipline professionals (Nav-6, Pilot 4, Vacc Suit 4 and nearly nothing else)
Or, they want to train their characters into Swiss-Army-Characters.

As I see it, that is not Traveller.
The way I see Traveller, the Char gen system provides characters who need to work together to be a "Swiss-Army-Crew"
Each member of a team provides their skills to a whole.
In that way, I've had my campaign running since 2007, and I stress the work of the team over highlighting the individual characters

That works against them in the scenarios I'd run. Being highly specialized means, you either get pigeonholed and are useless much of the time. That makes the over specialized player a liability rather than an asset. The player with lots of low-level skills is far more useful. The D & D specialized party (tank, basher, mage, healer, etc.) doesn't work in Traveller because, at least in my version, most of the time you aren't trying to kill things in a variation of dungeon clearing. Players often have to perform multiple, separate, tasks simultaneously or nearly so to get things done. You need to fuel your ship while somebody needs to get the cargo sold and more bought, and you need information about X, Y, and Z to continue on, while somebody needs to restock the galley, and there's parts for the engine to be gotten... Then you find out the party, or somebody, has to go to a town on the other side of the planet to do something and a suborbital hop is expensive compared to a plane ticket while you can't land your ship anywhere near where you're going...

The sort that play a lot of D & D are totally lost in that setting much of the time.
There I agreed with you 100%
As a result, I developed my own system, related to my Char Gen system.
So, say a Character has Gun Combat - Laser Weapons 1 and wants to improve to Level 2.
In Char Gen, improving and Gun Combat skill demands 10 "points" each (with points earned for events in My Char Gen procedure) for Level 1,2 or 3
It then costs 15 points each for levels 4 and 5, then 20 points each for levels 6+

That said, each player can have their character "regularly train or practice" with a single targeted skill until they make their improvement roll
Each in-game month in which they train or practice, they get one "Tik", or two if they were trained by an instructor.
Once they earn enough Tiks for the "mandatory" number of points (See above), they must make a Formidable skill roll to increase their skill as intended.
DM's = +1 for Int >9, +2 for Int >11 ; +1 per additional Tik over the mandatory level.
So, if "Frank" has an INT of B, and has been studying Gun Combat-Laser Wep's for 13 months of in-game time, he needs to make a formidable roll of 14+ with +2 and +3 = 9+ on 2D6

I have something similar but its more time based. I also group most of the weapons into much broader categories with you being "familiar" with one particular one or another that you possess versus picking something random up in a firefight or for the first time where you get a -1 to skill (min 0).
Here is where my real life experience steps in.
I was shot and - according to three doctors who confirmed it - killed in combat.
Then, I woke up on an autopsy table. Sent the doctor setting up for the procedure to the CCU for three days.

So, I "am" the character killed in Char Gen.
Following what the doctors called, "Spontaneous Unexplained Self-Resurrection, I got into IT, interacted with Dr, Hawking(which led to a stint working for Dr. Sagan) and more.

Given that experience, I don't let my player's character die. I use charts from JTAS to have them legally drummed out of the service, or discharged after injuries which made the medically unfit for service, etc..
Or, I have the character experience a wound, for which they get the appropriate decoration(Purple Heart, wound Badge, etc)

In this way, there is a chance of character advancement while teams share their skills as a team to solve issues.
Cool. I'll stick with you get nothing for that year other than maybe a medal.
 
I suppose if I was going to have a skill mix for a CT campaign or extended adventure I would break the 18 careers into Space, Planet, and Citizens.

Space-
Navy, Marines, Merchant, Scouts, Pirates, Belters

Planet-
Army, Sailors, Flyers, Hunters, Barbarians, Rogues

Citizens-
Others, Diplomats, Doctors, Scientists, Nobles, Bureaucrats

Decide the mix, roll 1d6 for which career per roll.

Roll 1d6/2 +2 for number terms. Roll each term’s promotions, than roll skills/improvement, than benefits.

Allow sabbatical term and charge off benefits- I allow starship loan terms for those that don’t have the credits.

Than aging.

10% immediate equipment purchase, 90% cash in for tickets, ready to go.

Note that the spacers have 4 careers with a chance for a ship, the planet careers 1 and the citizens 2. Seems about right, and especially the types they can get.

Gives the organic character feel while skewing towards the preferred campaign type and matching skills.
 
I suppose if I was going to have a skill mix for a CT campaign or extended adventure I would break the 18 careers into Space, Planet, and Citizens.

Space-
Navy, Marines, Merchant, Scouts, Pirates, Belters

Planet-
Army, Sailors, Flyers, Hunters, Barbarians, Rogues

Citizens-
Others, Diplomats, Doctors, Scientists, Nobles, Bureaucrats

Decide the mix, roll 1d6 for which career per roll.

Roll 1d6/2 +2 for number terms. Roll each term’s promotions, than roll skills/improvement, than benefits.

Allow sabbatical term and charge off benefits- I allow starship loan terms for those that don’t have the credits.

Than aging.

10% immediate equipment purchase, 90% cash in for tickets, ready to go.

Note that the spacers have 4 careers with a chance for a ship, the planet careers 1 and the citizens 2. Seems about right, and especially the types they can get.

Gives the organic character feel while skewing towards the preferred campaign type and matching skills.
I've done ones like new colony on some marginal planet. That required making up all new skills and such because the game is oriented towards combat more than anything. A colony game is oriented towards just freaking surviving the environment.

AH's Outdoor Survival game was a good basis for add on's to this sort of game. You had to get food, water, shelter, and then move forward with establishing a sustainable mini-society while fighting off critters and the occasional pirate attack all in a Traveller universe. The objective was to get your colony to a point where it was sustainable and possibly economically viable off world in trade.

The occasional "Viking" (pirate) raid didn't make things easy not to mention having to terraform and just survive day-to-day. But that calls for a different range of skills than the game normally provides for. An ex-military type or two is useful, but you need people with construction skills, farmers, terraformers, and the like to make a small colony work. It's much harder than you'd think if done right.
 
It would be nice if there was an abbreviated character creation, something along the lines of:
Roll
1Navy
2Marine
3Army
4Scout
5Merchant
6Other
Terms = 1+2d6/2 (round up)
Service skills:Navy: +1 Soc per 2 terms
Marine: Cutlass-1, If 3+ Terms Revolver -1,
Army: Rifle-1, If 3+ Terms Revolver -1
Merchant: Pilot -1 if 4+ Terms
Scout: Pilot -1
Other: Blade combat -1
Skill points = 1 per term + 1d6
Roll on service, education or Adv education for skill, Skill level = 1d6/2 round up, continue until skill point are used.
Cash = 2d6 * terms
1 Weapon relevant to each skill, or handgun and skill-1
1 middle passage per term.

Just something I threw together literally as I was typing it. There are some possible outliers that don't exactly match CHARGEN, such a possible 2 term character with 7 skill points. You could limit Skill points to 2X terms. Also the middle passage benefit is not exactly kosher.
 
I’ve done colonist career builds. Prospecting, hunting, survival, recon, equestrian, engineering/mech/electronics all figure prominently along with a need for food production type trade skills- I go with agriculture and carniculture which should cover both the lower tech natural way and higher tech genetic engineering versions.

I believe world tamers handbook is pretty much nothing but a hard colonizing game
 
@Enoki
I agree one billion percent regarding "high skill level" characters.
Since I use a "Skill purchase" Char Gen system, my players get less random skill packages and I can see or advise against spiking a single skill.
And, where people ignore me and spike, they do react as you said, by complaining they felt pigeon holed... I can only then remind them they ignored my advice and can make it work or get the character killed in some noble sacrifice before rolling up a new and more functional character.

@spank
I can only say that I find a wealth of value in the LBB Expanded Char Gen system
This is going to be a long response to you, but I hope you see what I mean.
When working with a player, I first generate where the character came from.
Then we go through the LBB Char Gen proces
"Then", I take the character and write up a history for them which integrates them into MTU and give them connections and a true history
Each year is based on the rolls they made in that year and related to the skills they gained at that time

Here are the results for a character who was born and raised in the Regina system(Regina/Spinward Marches):
Born: 219-1075
The Fourth Frontier war began in 1082, when Aali was seven years old. Reactions to the 'false war' were a minor note in her childhood. Still, stories of the 1084 "Battle of the Two Suns", an Imperial victory that ended the war, were certainly part of her nine year old awareness. Knowing their options were limited unless she escaped the few local opportunities, Aalikiir's father worked hard to make sure all his children had the opportunity to leave the neighborhood. As a lesser of many siblings, with much less available to "Aali", her father was still able to pay for her to attend college.

1093 to 1097: Khannimar Technical Institute (Regina / Regina)Graduated academically, and from ROTC, with an Aerospace Engineering Major and Cultural Anthropology Minor. Commissioned O-1 in the Imperial Navy, due to her ROTC Standing.

1097 Assigned: 2,147th Technical Training Squadron (Regina / Regina)
After graduating college, Ensign Piirirshu applied for, and was assigned to, naval technical training. She was ordered to attend a year's civilian schooling at the University of Regina. She finished her training with a firm but basic understanding of starship engineering and interstellar physics. At the end of the year, Piirirshu was promoted to SubLieutenant (O-2)

1098 Assigned: 1536th Training Squadron, Regina Naval Base(Regina / Regina)
Assigned to attend the Imperial Navy Command College on Regina, SubLieutenant Piirirshu studied electronics based subjects, combining engineering processes and electronics support.

1099 Assigned: 1168th Flight Training Squadron( Regina / Regina )
SubLieutenant Piirirshu was assigned, as a staff officer, to a unit of trainees in ship operations. She underwent enhanced engineering training while also handling her duties supporting her unit. It was noted that Aali frequently wanted to surpass her duties, heading into physics lab to explore and experiment. Despite her ability to swiftly learn skills, it was feared the SubLieutenant would risk her level of alertness, losing sleep, in order to pursue non-combat goals. She was not considered appropriately disciplined to control a vessel's heart.

1100: 1059th Recruiting Wing, Inthe Naval Command(Regina Subsector)
With the concerns of her Commanders noted, SubLieutenant Piirirshu was assigned a staff position in the recruiting wing. Her duties were frequently administrative or social. Leaving the Regina system for the first time, as part of this duty, SubLieutenant Piirirshu got to visit the Pixie, Feri, Roup, Yori, Inthe and Efate systems. Despite her efficiency, it was plain to her associates that she was not necessarily a good match for the Imperial Navy Officer Corp. So at the end of her four-year enlistment, SubLieutenant Piirirshu was not offered re-enlistment.

Isolated and unwilling to return home or take a second-rate port job, Aali took the easy way out for the first time in her life, simply because this was the first time there "was" an easy way. With her gear already packed, she turned on the balls of her feet and entered a recruiting office for the IISS, with her technical certifications in hand. After spending some of her savings during a brief period of investigation, she was allowed to enlist in the Scouts at her current rank, and was assigned to the 'Administration' branch of the Bureaucracy.

1101: Assigned: 4489th Support Squadron, Inthe Scout Base (Regina)
Following the lengthy administrative and transfer processes, SubLieutenant Piirirshu was assigned to liaison duty serving the Inthe Scout base and maintaining craft for VIP's.
Dealing with her situation professionally, and exhibiting significant skills and value to the service, Aali was promoted to Lieutenant.
She spent most of her free time digging into her work and starting to learn her way around vacc suits.
SubLieutenant Piirirshu spent the entire year in the Inthe system.

1102 Assigned: Aspirant Endeavor (IISS Modified 100 ton Sulieman II Scout ship) Classified Operations
While en route, via the Risek and Rhylanor systems, to reassignment as crew aboard the Scout Cruiser IISS Epsilon Blade. The Blade was redirected from the Equus System to the Derchon System. There, she and three others were transferred to the modified IISS Aspirant Endeavor, camouflaged as a speculative miner. After arriving, the crew were briefed on an anomaly that had "appeared" on the system's outer edge, then jumped out, designated the 'Derchon Anomaly'.
Derchon/Lunion (Spinward Marches) B000544-B M0 V M7 D [Gas Giants 1, Planetoid Belts 0 ]
The Imperial-aligned frozen Lunion Subsector world had a trace oxygen-nitrogen atmosphere. It contained an IISS base taskedto watch Sword Worlds military activity.

The 'object' spotted in the Derchon system mysteriously jumped in-system, crossed the system at extreme velocity on a coreward to coreward trailing vector, and jumped out. Sensor scans showed it had a rapid spin or tumble, massing 1,000 to 2,000 tons, with a high albedo and emitting high radioactivity! The crew of the Endeavor were briefed on a further, and classified, mission trying to follow the anomaly. Despite its apparent vector, towards the distant (12 parsecs) Rhylanor system, computer data suggested it might have jumped to the Biter system in the Sword Worlds Confederation! As a result, the crew were tasked with infiltrating the Biter System defenses under the cover of a Belter ship.

En route, the ship transited the Ivendo, Quiru, Resten, Lunion, Ianic, and Adabicci systems. Despite no data of the object appearing in the Adabicci System, the crew filled their spare tanks there, allowing a double jump, and jumped to Biter. Once in-system, they found forces there on moderate alert, and were targeted for inspection. Knowing they couldn't outrun the inspector, the crew came up with an improvised plan to take out the boarding party and counter attack the in-bound cutter. Despite injuries received, Aali was able to defend the air lock as other scouts boarded and disabled the inspection cutter's crew. Setting the Sword Worlds ship to self-destruct and crippling her comms, the crew of the Endeavor jumped out spinward, to give the impression they were pirates, and headed to the Caladbolg IISS base via the Iron, Mithril and Gunn systems.

At that base, Aali underwent follow up medical procedures after the in-transit work done, and was issued a Silver Asteroid for her wounds. The Derchon Anomaly Intercept Mission (DAIMISS) was classified as "Highly Sensitive" and "Top Secret". The crew and the Endeavor itself were transported back to the Lunion System within an Imperialines cargo transport. As a result, they learned of significant additional secrecy surrounding the classified work done for the Imperial military by the Imperialines MegaCorporation, not to mention learning of a class of transport able to "Jump-6" despite being publicly rated as "Jump-4". As part o their various missions, Aali and her crew had passed through the Biter, Caladbolg, Wardn, Shirene, Rhylanor, Lunion, Equus, Risek, Ivendo, Resten, Derchon and Adabicci systems.

1103: Assigned: ISS Shasduddii Muidka(1,000 ton Frontier Frigate) Operations in the Lunion Subsector.
Aali spent the next year working as the number two engineer, supporting teams recovering data from observation 'droids scanning the Imperium's border with the Sword Worlds Confederation. During this assignment, Aali spent significant time working in vacc suits and firming up her skill using those systems. During its operation, the Muidka visited the Lunion, Adabicci, Ianic, Zaibon, Tenalphi, Wardn, Olympia, Smoug, Derchon, Rabwhar and Arba systems.

See Part Two - which follows
 
@spank
Part Two
1104: Reassigned Commander ISS Shasduddii Muidka(1,000 ton Frontier Frigate) for a special mission
Promoted to Lieutenant Commander, Piirirshu was ordered to return to the Biter system via the Adabicci system, jumping to the system's outer extents. They were to use the Muidka's sensor suites observing a rumored build up of forward Sword World forces. The team successfully infiltrated the system's outer reaches and spent time rotating defensive duties while on-board sensor specialists worked to capture data on naval activities in-system. The ship eventually left the system after months on station. Aali returned to the Lunion system near the end of the year with a true appreciation of ship's weapons and zero-g operations.

1105: Assigned: 3872nd Pilot Services Command (Lunion Scout Base / Lunion)
Having re-enlisted, Lt. Commander Piirirshu worked managing teams of engineers in-system for training and skills upgrades. During her service, Aali managed to get a more comprehensive grip on both the use of a vacc suit and managing ship's missile systems. Both of these were considered significantly valuable as tensions rose and suspicions of Sword World naval activity rise. As the year came to a close, she was promoted to the rank Commander.

1106 Assigned: 3022nd Training Wing, Resten Scout Base, Lunion Subsector
Recognized for her talent in administration, Commander Piirirshu was assigned support duties in the training and operationsstructure of the command. During a very boring year flying a desk, Aali worked out a lot and hung on word from thenews feeds about rising Ine Givar activities and increasing tensions.

1107: Assigned: Command of the ISS Asigu Guukun(150 ton Serpent Class Scout ship) Operations on the Lunion
Subsector. Glad to be back in space, Commander Piirirshu led her crew to recover monitoring data from 'droids observing activities in the Sword Worlds Confederation. They encountered the IMS Wana-wana Pu, in July in the outer Olympia system, and learned of a Sword Worlds thrust against the Wardn system's main world and scout base. That was how Aali learned of the beginning of the Fifth Frontier War. Acting decisively to defend the merchanter, Aali managed to bring her ship and the civilians into the Spirelle Scout base despite the presence of harassing Sword World forces. The Asigu Guukun held in-system, for orders from the 213th Fleet(in the Lunion system) with other Imperial assets in-system. Given the specialized class of her vessel, the Asigu Guukun was ordered to the Icetina System(Lanth) when it became clear Sword World forces could not seriously breach the line into Lunion subsector. In its travels, the Guukun transited the Resten, Wardn, Smoug, Olympia, Tenalphi, Adabicci, Derchon, Lunion, Resten, Skull, Icetina and Zaibon Systems.

1108: Retained in Assignment as the ISS Asigu Guukun is reassigned to duties in the Vilis Subsector.
As Zhodani thrusts forced the collapse of Imperial positions in the Vilis subsector, the Asigu Guukun was assigned to duty infiltrating enemy lines carrying communications to sieged, embattled or cut off positions. With Imperial forces in retreat, this duty was extremely hazardous. They still managed to thread the hazards without damage or direct danger. During this service, Aali developed a number of relationships with those commanding other vessels sharing infiltration duty in her sector. One of those relationships was with then Lieutenant Commander Emkir Meshrumiikiim of the IIS Gim Ka. With things getting more grim, reenlistment was a requirement. Despite her very demanding physical workouts, Aali felt age fighting her as her vessel was recalled to Rhylanor. The Guukun saw action or received support in the Icetina, Ivendo, Thanber, Quare, Frenzie, Mirriam (Vilis), Denotam, Rangent, D'Ganzio, Ficant, Lanth, Ghandi Systems.

See Part Three below
 
@spank

Part Three

1109: Assigned: 1911th Flight Training Squadron, Rhylanor (Rhylanor)
Reassigned, Aali took transport from Lanth, through the D'Ganzio, Ivendo and Icetina systems to Rhylanor. Assigned to help train new engineering support techs for service in an increasingly destructive war, the year began as a darkening blur of routine in classes, simulators or in space aboard vessels steadily arriving or coming on-line from Rhylanor's ship yards. And always, there was the alert beacon in case Zhodani forces made another raid on the system as they had the year before. The possible need too man ships and fight for Rhylanor itself! This changed radically when Duke Norris of Regina arrived with an Imperial warrant to take full command of Imperial forces! Things got even wilder as the massed Imperial fleet surprised an attacking Zhodani fleet in-system and mauled it before following the remaining enemy force out-system. Aali and her students were assigned rescue and recovery work for both friendly and enemy forces in the wrecks. Aali managed to hide her feelings at being left behind as the battle lines pushed spinward and she was left behind.

1110: Assigned Commander: IIS Sabiandulú (10,000 dTon Scout Cruiser) Training operations in the Rhylanor System.
Aali was promoted to Full Captain and assigned to command a training ship in operations to train recruits on all aspects of service aboard Scout vessels. These operations, in concert with Imperial Naval forces, trained crews on ship's systems, combat operations and inter-service cooperation. Acceptance of her post turned to hope of reassignment at the end of the year, as the Fifth Frontier War came to a close with an Imperial victory! The Sabiandulú ran training cruises through the Rhylanor, Macene, Celepina, Nutema, Margesi, Jae Tellona and Equus systems, augmenting patrols there.

1111: Retained as Commander: IIS Sabiandulú (10,000 dTon Scout Cruiser) Training op's in the Rhylanor subsector.
Captain Piirirshu remained in assignment as the Sabiandulú transited the systems of the Rhylanor subsector in training cruises and exercises. The few bright spots in her tour were non-military as she managed to locate Emkir, now somehow an 'Admiral', in the Porozlo System. She was surprised and disappointed to learn he'd left that system after retiring. Her attempts to track him lead to confusing suggestions that he either went native with a local anti-Imperial nationality or disappeared with a group of Imperial Knights! As with the year before, the ship cruised the Rhylanor, Macene, Risek, Nutema, Margesi, Celepina, Equus and Jae Tellona systems.

1112: Retained as Commander: IIS Sabiandulú (10,000 dTon Scout Cruiser) Training op's in the Rhylanor subsector.
Watching as younger officers and enlisted people moved to positions in the active fleet, Aali realized her career had taken a permanent rut behind a desk. Unable to see herself pushing papers for the rest of her service, she realized it was time to look for something new. She transmitted her paperwork to command and, when the ship returned to the Rhylanor System, she signed ashore for the last time. The ship continued training cruises in the the Rhylanor, Macene, Risek, Nutema, Margesi, Celepina, Equus and Jae Tellona systems.

Discharge: Rhylanor System(Rhylanor)
 
I’ve done colonist career builds. Prospecting, hunting, survival, recon, equestrian, engineering/mech/electronics all figure prominently along with a need for food production type trade skills- I go with agriculture and carniculture which should cover both the lower tech natural way and higher tech genetic engineering versions.

I believe world tamers handbook is pretty much nothing but a hard colonizing game
Colonist skills I found important are things like:

Construction. A cascade skill with things like carpenter, mason, electrician, equipment operator, plumber, etc.
Surveyor. Needed to layout the colony and make sure it isn't in things like a flood plain, meteor shower region, etc.
Farmer. Specializes in growing crops efficiently
Rancher. Specializes in growing livestock for food
Blacksmith. Specializes in making metallurgical parts and items. A skilled repair mechanic.
Artificer. A person who is skilled in fixing 'stuff.' A "Shade tree mechanic" or handyman who can keep the colony's equipment running.

These skills are necessary to handle the actual construction of the colony and then making sure it gets fed. The game skills list really never covers this sort of thing.
 
Colonist skills I found important are things like:

Construction. A cascade skill with things like carpenter, mason, electrician, equipment operator, plumber, etc.
Surveyor. Needed to layout the colony and make sure it isn't in things like a flood plain, meteor shower region, etc.
Farmer. Specializes in growing crops efficiently
Rancher. Specializes in growing livestock for food
Blacksmith. Specializes in making metallurgical parts and items. A skilled repair mechanic.
Artificer. A person who is skilled in fixing 'stuff.' A "Shade tree mechanic" or handyman who can keep the colony's equipment running.

These skills are necessary to handle the actual construction of the colony and then making sure it gets fed. The game skills list really never covers this sort of thing.
Hmm, I just use very wide definitions, so mechanical would cover the lower tech version of blacksmiths, possibly use equestrian for actual beastshoes, and the use of tools for construction.

Agriculture and Carniculture for lower tech farming/ranching.

Hmm, definitely should have listed Survey the scout skill, rather the point of surveying a planet in the first place.
 
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