dmccoy1693 said:...the basic idea isn't "compelling" but there's lots of room for potental.
It could even make a good NPC career...
dmccoy1693 said:...the basic idea isn't "compelling" but there's lots of room for potental.
pasuuli said:And in most cases, I bet citizen careers are BORING.
dmccoy1693 said:pasuuli said:And in most cases, I bet citizen careers are BORING.
What would you call Shepard Book? My own take on him is that he was an Agent career for quite sometime but then went citizen. Preacher would probably fall under Entertainer: Performer, but it's not a great fit. Citizen ... maybe.
Tychus said:I can understand the desire to play a "normal" character, but Citizen doesn't seem like a very compelling career. The names of Citizen career specialities are not so important - what skills would you put on the specialist tables? You can make a case for a bureaucrat (Admin, Advocate, Computer, Broker or Diplomat or Persuade, Drive or Fly), though that's not much different than the Merchant skill list.. What else? Rural - Animal and Survive are about it. Industrial/Tradesman - Mechanic, Trade(), and what? There just aren't a lot of skills to represent "citizen" type jobs.
Jame said:I printed out the part for "Merchant" and went through it; my question is, how do I roll for reenlistment?
pasuuli said:So, what if I said that not all civilian careers are boring? Most of them do not involve that magic combination of Travel and Adventure. But maybe there are some that do. If they can't be slotted into the current mix, then that's a candidate for a career.
dmccoy1693 said:pasuuli said:So, what if I said that not all civilian careers are boring? Most of them do not involve that magic combination of Travel and Adventure. But maybe there are some that do. If they can't be slotted into the current mix, then that's a candidate for a career.
Well, I should have specified a bit more. My take on Book: Agent -> Citizen -> Wanderer (At start of Firefly) -> Politician (in Serenity)
dmccoy1693 said:pasuuli said:So, what if I said that not all civilian careers are boring? Most of them do not involve that magic combination of Travel and Adventure. But maybe there are some that do. If they can't be slotted into the current mix, then that's a candidate for a career.
Well, I should have specified a bit more. My take on Book: Agent -> Citizen -> Wanderer (At start of Firefly) -> Politician (in Serenity)
Frankly, I'd make the career...Academic...and have Scholar handle the social sciences and Scientist handle the hard sciences. Student, I'd drop...student is a rank, not a career.TrippyHippy said:Science - I'd make very sure of your definitions, with a dictionary in hand, with some of these. Other sciences to possibly list - Anthropology, Astrophysics, Geology, Theology...
I would also make research, or investigative Science tasks based upon Intelligence, rather than Education.
Further on to this, I think you should differentiate between science and humanities for the skills list. Technically speaking, disciplines like History and Philosophy are not sciences because they aren't based upon induction or measurement. Unless a discipline can be measured or experimented on, it's not a science. There can be some confusion over what social sciences are sometimes though. As a rule of thumb, disciplines based upon maths are sciences, and those based upon language are humanities (or Academics). I suggest two skills:
Academics: Anthropology*, Literature, Philosophy, Linguistics, History, Cartology, Theology.
Science - Archeology, Astrophysics, Biology, Chemistry, Geology, Mathematics, Physics, Psionicology, Psychology, Robotics, Sociobiology*, Xenology.
*Scrap Sophontology please! Anthropology is a tricky definition, because it has historical links to science, but doesn't really use scientific method. The scientific wing would be called Sociobiology, these days, but its a debateable issue. Psychology is also a bit problematic, but I'm assuming that it is also going to be mostly biological in it's background in the future. I am a science and maths teacher, btw. (That's right! I'm very important! :wink: )
Allen, keep in mind that in CT there was virtually no character improvement (of skills or characteristics anyway) once the character left character generation and entered play. IIRC, I think you could pick out 1 skill and after 4 years of play improve it by one level.Allensh said:My players are less than satisfied with the skill improvement rules. One guy said under those rules it would take him 20 years for his character to go from Computer 4 to Computer 5. He wants to see more actual improvement in his character. Now, I understand that with the skill system as is, you don't want characters leaping up at rapid rates since the difference between a 1 and a 5 is extreme...but there still seems to be an issue here. This is the only part of the game so far that they don't like. They love character creation (one guy dubbed it "the best character creation system I have ever used"), they love the combat system and the initiative rules, especially once they grasped the hasten action concept and how interrupting actions worked. They're just not keen on the extreme slowness in which characters improve.
Allen
Yes, but is that what was really intended? I struggled with the steps this weekend and decided that there were some errors in it and rewrote it to how I *thought* they meant it to be...things went smoother for me after that.AKAramis said:Also: the CG process listed on page 35 doesn't match the text, nor the table labels, but provides a smooth flow.
PT Draft 1 said:Basic character generation uses the following steps:
1. Roll characteristics and determine characteristic modifiers.
2. Choose a homeworld.
3. a. Choose a career.
b. Roll to qualify for that career.
c. If you qualify for that career, go to Step 4.
d. If you do not qualify for that career, then you can go to the Draft or enter the Drifter career.
4. If this is your first time on this career, get your basic training.
5. Choose a specialisation for this career.
6. Choose one of the skills and training tables for this career and roll on it.
a. Roll for survival on this career.
b. If you succeed, go to Step 7.
c. If you did not succeed, then events have forced you from this career. Roll on the Mishap table, then go to Step 5
for your next four-year term, or Step 12 if you wish to finish your character. Optionally, establish a Connection
with another player character.
7. a. Roll for Events.
b. Optionally, establish a Connection with another player character.
8. a. Roll for Advancement, applying your Rank as negative DM
b. If you succeed, choose one of the skills and training tables for this career and roll on it. Increase your Rank and
take any bonus skills from the Ranks table for this career.
c. If you roll a 2 or less, you must leave this career.
9. If you are leaving the career, roll for Benefits.
10. If your character is 34 or older, roll for Aging.
11. Go to Step 3 to choose a new careeer, or to Step 12 if you wish to finish your character.
12. Finalise any Connections with other characters.
13. Choose a Campaign Skill Pack and allocate skills from that pack.
14. Purchase starting equipment and, if you can afford it, a spacecraft.
Note that this has several implications
1) you roll enlistment EVERY term
2) if injured during a term, you must end character prior service or return to the same career for the next term
3) Note that Advancement is DM-Rank according to this table, rather than DM-terms as elsewhere. This is a major difference, and we (My wife, my self, and our buddy Ben)
4) specialization can be changed every term in a given career (This one I'm not so certain I like...)
This chart should be near the front, not at the end, of the Char Gen process.
I noticed that, too. There are still some of us who prefer to "work for a living"...right?SableWyvern said:My one major gripe with character generation is that all promotion leads to a commision -- there are no career NCOs.
TrippyHippy said:Tychus said:I can understand the desire to play a "normal" character, but Citizen doesn't seem like a very compelling career. The names of Citizen career specialities are not so important - what skills would you put on the specialist tables? You can make a case for a bureaucrat (Admin, Advocate, Computer, Broker or Diplomat or Persuade, Drive or Fly), though that's not much different than the Merchant skill list.. What else? Rural - Animal and Survive are about it. Industrial/Tradesman - Mechanic, Trade(), and what? There just aren't a lot of skills to represent "citizen" type jobs.
I think all of those careers encompass a lot of skills, and I'd enjoy playing an 'average joe' character for one.
But it's not really an issue of whether each of us would personally find a career compelling or not - it's more an issue of wanting a 'complete' set of rules.
Eris said:Frankly, I'd make the career...Academic...and have Scholar handle the social sciences and Scientist handle the hard sciences. Student, I'd drop...student is a rank, not a career.
Physician, doesn't fit in here...IMO. I'd make it a career totally of its own. You could have specialties like General Practice, Surgery, Emergency Care and/or Research.
Kilgs said:Fifth, due to the constant jumping around of careers, it seems that characters get the shaft about the 3rd term. Having to change careers results in your guy getting “one skill from Service at level 0”? That is a waste of a term, it seems and it’s quite disheartening since 0’s are never improved on… a 1 can be a 2. But a 0 just sits around until they get a 1.
SUGGESTION: Either give all basic skills at level 0, or allow the character to make one roll/pick on the service table at level 1.
Ship Shares: The greatest thing since jump drives. I can’t believe no one thought of it before! This has great potential to bring parties together.
Couldn't agree more with these comments. I have absolutely NO* idea how anyone has managed to make it to Admiral as, frankly, as every single character I have tried gets a Mishap and has to leave, hitting his skills badly (and can he try and re-enlist in that service? Perhaps it needs phrasing better) OR the character just can't get regular promotions. They only way to do so is to be at one end of a really narrow probability curve. The whole Survival 8+ is _really_ tight in the long term and only works well for short terms. And as for 9+ in the Drifter, it really hits bad.kilgs said:Third, the chargen seems almost guaranteed to knock you out of your career. I didn’t have one character that stayed in the same field for their entire generation. While I like the ability to jump around, there needs to be a bit less difficulty in staying within the field of your choice. [...] It’s darn hard to get some decent skills when you have to keep changing careers every 4-8 years.
Or every other rank by one. I also struggle with the -ve DM for both signing on AND for advancement, too.kilgs said:Fourth, there are -1 DM’s for advancement based on each term? [..notes...] SUGGESTION: Maybe a more balanced approach would be to raise the difficulty of each Rank?