This is a discussion about one of those fundamental issues in roleplaying, to which there is no simple or perfect answer. Roleplaying games can in theory be about any characters in any kind of situation, but as a social game we as players and GM need to come to a mutually acceptable agreement and that means making compromises.
I think it's inevitable that this discussion very quickly got sidetracked from discussing character advancement to discussing character creation. The two are inextricably intertwined and I think it's not possible to comprehensively adress one without also addressing the other, so I don't see this thread as having genuinely drifted.
Roleplaying games are fundamentally about the player characters - who they are and what they do. Therefore character creation is of course a crucial stage. It's also far more crucial for the players than it is for the GM.
For a player not familiar with the setting, their own character sheet comprises the vast majority of what a player knows about the game world. The abilities their character has are, on the face of it, the only way the player can influence or affect the game world. Therefore a more competent and capable character gives the player more options for interacting with the game world. As a result, particularly for players not familiar with me as a GM and without an existing store of trust in my GMing style, I think it's reasonable for the players to feel more comfortable with a capable, experienced character.
I threw in a caveat at the beginning that last paragraph. If the player does know the setting very well, and also if they know the GM's style from previous games, this gives them a big advantage. If the player has plenty of information up front about the game setting, their character can use that information to help solve problems in the game and make informed decisions. If they know the GM's style, or intended style for this game, then they might be able to anticipate the kinds of challenges they might face and how NPCs are likely to behave. In this situation the player might reasonably be expected much more comfortable with a less capable character in terms of stats and skills. But that's an expectation in general, there's no requirement that players must feel that way.
So I think it's perfectly reasonable to want to run a game in which the players start out as just average joes or with few resources. However I wouldn't throw a situation like that at people I didn't already know and didn't have any reason to trust me as a GM. I've played in games run by awkward, arbitrary GMs on a power trip and it's not fun. A new bunch of players that haven't gamed with me have no reason to assume I'm any good.
The way I see it making sure the players have competent, capable characters costs me as a GM absolutely nothing. It costs me no extra money. It takes no options away from me in terms of the scenarios I want to run. Saying "yes you can" during character generation is no more difficult than saying "no you can't". In fact, I'd argue it makes my life easier. I can throw tougher challenges at the party, I can put them in tighter spots or against more opponents if they have better skills and are better equipped.
Which do you think is the more reasonable and understandable complaint.
1) A player complaining they were stuck with a no-hope character.
2) A GM complaining that their players whinged and complained about having no-hope characters.
I know where my sympathies lie. The GM has an unlimited budget and can give the NPCs whatever attributes, skills and resources they like, or even change the intended sequence of events and situation in the scenario behind the scenes as they see fit. The players have no such advantages. All they have is their character.
Character advancement during play doesn't interest me much to be honest. I like to make sure the players have decently capable characters from the get-go, so I don't see it as being very necessary. The rules in the TMB seem reasonable though, and I think it's reasonable in a long running game for the players to want to develop or evolve their character in interesting ways. This has always been a weakness in previous editions of Traveller. Maybe an evolution of the points-buy character generation system would work.
Simon Hibbs
I think it's inevitable that this discussion very quickly got sidetracked from discussing character advancement to discussing character creation. The two are inextricably intertwined and I think it's not possible to comprehensively adress one without also addressing the other, so I don't see this thread as having genuinely drifted.
Roleplaying games are fundamentally about the player characters - who they are and what they do. Therefore character creation is of course a crucial stage. It's also far more crucial for the players than it is for the GM.
For a player not familiar with the setting, their own character sheet comprises the vast majority of what a player knows about the game world. The abilities their character has are, on the face of it, the only way the player can influence or affect the game world. Therefore a more competent and capable character gives the player more options for interacting with the game world. As a result, particularly for players not familiar with me as a GM and without an existing store of trust in my GMing style, I think it's reasonable for the players to feel more comfortable with a capable, experienced character.
I threw in a caveat at the beginning that last paragraph. If the player does know the setting very well, and also if they know the GM's style from previous games, this gives them a big advantage. If the player has plenty of information up front about the game setting, their character can use that information to help solve problems in the game and make informed decisions. If they know the GM's style, or intended style for this game, then they might be able to anticipate the kinds of challenges they might face and how NPCs are likely to behave. In this situation the player might reasonably be expected much more comfortable with a less capable character in terms of stats and skills. But that's an expectation in general, there's no requirement that players must feel that way.
So I think it's perfectly reasonable to want to run a game in which the players start out as just average joes or with few resources. However I wouldn't throw a situation like that at people I didn't already know and didn't have any reason to trust me as a GM. I've played in games run by awkward, arbitrary GMs on a power trip and it's not fun. A new bunch of players that haven't gamed with me have no reason to assume I'm any good.
The way I see it making sure the players have competent, capable characters costs me as a GM absolutely nothing. It costs me no extra money. It takes no options away from me in terms of the scenarios I want to run. Saying "yes you can" during character generation is no more difficult than saying "no you can't". In fact, I'd argue it makes my life easier. I can throw tougher challenges at the party, I can put them in tighter spots or against more opponents if they have better skills and are better equipped.
Which do you think is the more reasonable and understandable complaint.
1) A player complaining they were stuck with a no-hope character.
2) A GM complaining that their players whinged and complained about having no-hope characters.
I know where my sympathies lie. The GM has an unlimited budget and can give the NPCs whatever attributes, skills and resources they like, or even change the intended sequence of events and situation in the scenario behind the scenes as they see fit. The players have no such advantages. All they have is their character.
Character advancement during play doesn't interest me much to be honest. I like to make sure the players have decently capable characters from the get-go, so I don't see it as being very necessary. The rules in the TMB seem reasonable though, and I think it's reasonable in a long running game for the players to want to develop or evolve their character in interesting ways. This has always been a weakness in previous editions of Traveller. Maybe an evolution of the points-buy character generation system would work.
Simon Hibbs