AlphaStrike
Mongoose
Just curious really - how do people handle advancement and character development in their Traveller campaigns?
The problem with this is that if you have players coming from a system that uses that type of progression you have to really work to change their attitudes about what "character progression" actually is. I had a group of D&D players who refused to get off the ship until they'd spent close to a year in-game raising their skills to what they deemed suitable levels. If you have players that are the type to obsess, they'll find something in their stats to obsess about.Egil Skallagrimsson said:I tend to stick to the "learning new skills " section fromn the MgT core book, which makes skill acquistion quite time consuming. This is deliberate, as want to get away from the obsession with levels, experience points and skill development that bedevils many rpgs.
Matian said:The problem with this is that if you have players coming from a system that uses that type of progression you have to really work to change their attitudes about what "character progression" actually is. I had a group of D&D players who refused to get off the ship until they'd spent close to a year in-game raising their skills to what they deemed suitable levels. If you have players that are the type to obsess, they'll find something in their stats to obsess about.Egil Skallagrimsson said:I tend to stick to the "learning new skills " section fromn the MgT core book, which makes skill acquistion quite time consuming. This is deliberate, as want to get away from the obsession with levels, experience points and skill development that bedevils many rpgs.
Matian said:The problem with this is that if you have players coming from a system that uses that type of progression you have to really work to change their attitudes about what "character progression" actually is. I had a group of D&D players who refused to get off the ship until they'd spent close to a year in-game raising their skills to what they deemed suitable levels. If you have players that are the type to obsess, they'll find something in their stats to obsess about..Egil Skallagrimsson said:I tend to stick to the "learning new skills " section fromn the MgT core book, which makes skill acquistion quite time consuming. This is deliberate, as want to get away from the obsession with levels, experience points and skill development that bedevils many rpgs.
Ok, I'm tired of beating my head on the desk when I hear about "randomness kills what I want to play".opensent said:Kudos to them for not being slaves to random die rolls and finding away to play the characters they wanted despite the 'system'.
GamerDude said:The Word of God.
Ahh yes, the small mind who sees "computer shooters" as the exact equivalent to "role playing characters" In acutallity, your little computer characters are 'ubered up' because you can't handle playing real people. And then the next game needs bigger badder adversary's but wait! That means bigger badder characters to play.opensent said:I'm sure there are small subsets of people who like paying (this is not an inexpensive hobby) for the privilege of playing subpar characters. You appear to be one. But a lot of people don’t.
And I think most modern forms of gaming skew toward the later point of view my friend. In Halo, you play a Spartan. In Call of Duty MW2, a SAS Trooper (or Marine). In Black Ops, you play CIA SAD contract operative.
AlphaStrike said:Just curious really - how do people handle advancement and character development in their Traveller campaigns?
GamerDude said:Why do so many men go out and buy "big equipment" (in anything they do?) To make up for a lack of big 'equipment'. My equipment is just fine thank you, and I'm a ROLE player, not a over powered compensation for male inadequacies.
Yeah, I can see how there might be a need to "retrain" some players, esp from a D &D background. To be honest, if they wanted to spend a year sitting in their ship send someone in to throw them out (port authoriteis? ship repossession for non-payment of mortagage etc).Matian said:The problem with this is that if you have players coming from a system that uses that type of progression you have to really work to change their attitudes about what "character progression" actually is. I had a group of D&D players who refused to get off the ship until they'd spent close to a year in-game raising their skills to what they deemed suitable levels. If you have players that are the type to obsess, they'll find something in their stats to obsess about.Egil Skallagrimsson said:I tend to stick to the "learning new skills " section fromn the MgT core book, which makes skill acquistion quite time consuming. This is deliberate, as want to get away from the obsession with levels, experience points and skill development that bedevils many rpgs.
This problem can be circumvented by having players describe their character without using game terms, and then generating character sheets that only the GM sees, but that's derailing the thread a bit so I'll stop there.
"Subpar characters" ...opensent said:... for the privilege of playing subpar characters.
rust said:"Subpar characters" ...opensent said:... for the privilege of playing subpar characters.
My aim in roleplaying, and my way to have fun with it, is to create an in-
teresting story ("series of adventures") with an equally interesting back-
ground ("setting"). Most of my inspiration for this comes from real world
history, where almost all of the "heroes" were average people with ave-
rage abilities ("subpar characters") who usually faced their problems with
rather inadequate means. That they managed to succeed despite all of
their shortcomings is what made them "heroes".
For me, a "super character" with "super skills" and "super equipment" who
is almost guaranteed to defeat whatever a setting may throw at him is a
most boring character, because there is no player brain sweat required to
roleplay such a character, and his "triumphs" feel stale, because a child
would have achieved the same with such a character.
So, yes, I would prefer one of those "subpar characters", because his suc-
cess would most probably be the result of my skill as a player and my abi-
lity to roleplay him well, and not the result of a couple of numbers on a
character sheet ...
A "loser" character is defined by his lack of success, either because of badopensent said:There's nothing inherently nobler about role playing a loser as opposed to playing someone who is actually competent at what they do.
um, isn't this the same as what you are complaining about; an inability to handle the randomness of peoples posts and just deal with it and move on?Ok, I'm tired of beating my head on the desk when I hear about "randomness kills what I want to play".
I have no idea when this concept of "No matter the system, I must be more 'uber' than the 'most uber possible character in the game' " crap came from.
I see this more as a problem with the GM/Players not being on the same page. If a player has a specific type of character in mind, the random rolls definitely can play a huge factor. "I want to be a scientist." Oops, one failed qual and you never get the chance.This is ROLE-playing, take the rolls and work with them. Let me guess, everyone just re-rolls all their mishaps, their skill rolls, their events rolls until they get what they "WANT" instead of being a slave to the randomness of the dice.
Exactly. There is absolutely nothing wrong with using one of the alternate chargen methods so that there is less randomness.Y'know what? if you don't like the dice rolling, that randomness... use the stinking point buy system and make the exact character you want!
The point limit is up to the GM. And as always, whatever skill or stats the PC's have, their oponents can still be as good or better or more numerous or... being GM can be fun.Oh wait, the points given won't let you get the skill levels you want and wahhhh you don't want to take more terms (making an older character). Pfftt crybabies all.
Perhaps I do want to play a sub par character but the random rolls make them far from it? Complaints about randomness are not always about being supermen.Yeah I hear ya.. gawd forbid you actually take on the challenge of playing a 'sub-par' character and making the best of it... yep, gawd forbid.
Indeed. For my next campaign, a historical fantasy one, I will give theCosmicGamer said:There is absolutely nothing wrong with using one of the alternate chargen methods so that there is less randomness.