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The Perfect Traveller Adventuring Team

Spinward Scout

SOC-14 5K
Baron
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?
 
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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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.
 
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 ⌧ 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.

Dave Chase
 
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.
 
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-
 
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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Second session is Tuesday night, not any real trouble yet. The ship is haunted and the child is the only one who sees the old Captain, mom thinks its an imaginary friend so far.
 
and around three years old is just when you realize (as a parent) that the child has an actual personality, opinions and ideas of their own. You know it before that, but it is around then that I started having real conversations with my son, not just the exchange of a couple of words, and then you really know it, not just conecptually recognize it*. It freaked me out a bit. And they certainly think in an entirely different way we a adults do. So there is a lot of room for interpretation in what a 3 year old describes.

Sounds like a lot of fun!

*hopefully that makes sense: knowledge as simple knowledge versus gut realization knowledge. Huge difference between the abstract idea and actual understanding.
 
Seasoned blood thirsty Mercs make the best team for the Ref (me) to blow up real good. For Traveller, I don't think there is an ideal team rather there has to be a mixture of everyone which is what makes it good. Finding combinations is like the AD&D or D&D composition of strength, dexterity, magic and healing...and that just does not apply to Traveller. Sure, there are some combinations that work better than others but I always reward player ingenuity for getting out of tight situations with the most creativity. So, even if the Cold Berth fails and the player dies the fact the others tried everything in their power brings good karma upon the entire group.
 
^ I concur. A good Traveller group is like a good hiking group; you have to spread the weight around equally so no one feels like their being cheated. Everyone carries their own gear but the guy who carries the tent isn't the guy who carries the beans.

The same with Traveller; there are skills necessary for the group to have and then there are those that are nice to have. When they are spread equally among players, not one player does all the rolling or interacting with (or shooting in some of my games) the NPC's. But it is also the responsibility of the Ref to ensure all his players are involved and the munchkin-ism is kept to a minimum.
 
ATM I'm about to start a three character "Scout/Trouble Shooter" Campaign, though they are looking for a forth, they have made up their Characters using both Classic Basic and Advanced (same character under both methods, will decide on version closer to start date) they are.

Three term Scout 7A9785(7), Mustered out Voluntary after the 3rd term Capable of running the Detached Duty Type S all on their own.

One Term Army, Two Terms Hunter AB9888(7), No Commission Failed the Re-Enlist so went Hunter, failed the Return after two Terms.

Three Term Rogue 887AAD(B), Active Psion, TAS Member, Perhaps more an Agent than Reprobate Noble (started with SOC C), but their not talking about their past.


Edit: they would like a Merchant to provide some legitimate Interpersonal & Business Skills as well as Back-up Ship skill set, but both the other players they've approached have said they'd make up Spech. Opps based Military or an other Scout.
 
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A tech-heavy Merch might help round out the team. Someone with a little business savvy to determine look for profitable cargo, and enough streetwise to do it outside the extrality zone.

And by the way ... that's "Rogue" ("ROHG"). "Rouge" ("ROOZH") is that red stuff some women put on their faces. It's also a compound used to polish objects to a mirror finish.
 
True, but their ship dosen't have room to make Cargo a going concern, becides the Ex-Army Hunter is very much a Sniper, they need someone to go kicking in doors and some Tech skills, the Rogue alredy has a good grounding in Interpersonal but nothing that truily stands out.
 
For me -- wow -- REALLY depends on where they are ... IMTU

There are 2 general 4 person parties I could see -- Ground vs Space(dealing with a 'Home' based campaign)

1 Intel, 1 Cleric*, 1 Guard/Merc, 1 Beaureucrat/Diplomat

That way, research, gun-play, social-events, bribes, govt-paper-work, ease of getting around "banned-zones" and so on -- the Cleric is a PC type that with a religious dictatorship can be VERY useful .. lol -- as the other PC's can basically be looked at as guards to the cleric (as the cleric is basically the nobility)

or

1 Rogue/Prison, 1 Intel/Psi, 1 Merc/Bounty Hunter, Comp Programmer/Hacker

The gritty, seedy sides of society -- fighting against an oppressive dictatorship -- obviously LOTS of aspects to this group. So you have a "Mafia" element in working different angles -- such as bribery, extorsion, prostituion, drug sales, weapons smuggling, etc. The gun-play will be important here -- since the "security" forces will shoot first and not even ask questions. The hacker will be needed to break into company computers, steal information for future usage. As for the bounty hunter -- remember, some govt officials who have gotten too close, will need to be dealt with -- and so the bounty hunter will be paid well -- same with any Intel agents who decided to work against the "system"
 
My Cr0.02...

My ideal, yet generic party would consist of...

- A character that can deal out damage, take a lot in return, and still survive.

- Another character that can provide reconnaissance, cover fire and demolitions skills. Maybe some form of animal handling or vehicle skills as well.

- A medic with combat skills that can also act as liaison with nobles and other authority figures.

- A scientist / engineer / technician that can build and repair gizmos, bypass security systems, and hack into computers.

In fantasy RPG terms: a barbarian, a ranger, a cleric and a thief. Everything else is redundancy or glitz. No biddy-biddy robots. No psionic mages. No nuclear-powered alien cyborg mutants. Just ordinary people with ordinary gear overcoming extra-ordinary situations and getting paid to do it.
 
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