wordboydave
Mongoose
I was listening to The Grognard Files podcast last week, and they were discussing Traveller, and something one of the hosts said crystallized a problem I've always had with Traveller's lifepath generation system: "At the start of the adventure," he said (I'm summarizing from memory), "someone hired us to break into a museum and steal some artifact, and all I could think was, 'Who would hire US? We had a pilot, and an engineer, and a medic, but not one of us had the skills for burglary, and of course in Classic Traveller you never will.'"
That's when I realized the problem: with random skill accrual, not only do you not have control over who your character winds up being (which is REALLY silly, because I've definitely chosen most of my skills in real life!), but you can very easily wind up with an entire crew that's completely unsuited for the types of adventures you were planning to play Traveller for in the first place! As much as people love the lifepath, that critique seems completely damning. Small wonder that people keep trying to invent point-buy systems for Traveller.
I remember waaaay back on this forum, however, in a discussion of point-buy systems, someone from Mongoose warned that they deliberately weight the lifepath tables with a mix of useful and less-useful skills, and that if players are allowed to simply pick from the tables, they'll tend to be very overpowered, with lots of high-demand skills at level 3 and 4. So point-buy systems can't be as simple as picking from tables.
Admittedly, I'm a little obsessed with this issue, so I found a slightly different solution. I went to a random-Traveller-chargen site and made 5000 Traveller characters! And in the process, I discovered that the average 4-term Traveller character (at least using that particular bot) tended to have 6 skill-0s, 6 skill-1s, and 1 skill-2. (It was both the arithmetic average and the mode.)
So my argument is, instead of a traditional point-buy system, where you're given a lump sum and told to go crazy--leading to people giving themselves all 4s in their stats and then Gun Combat-7--what if you simply said, "Choose six skills at level 0, six at level 1, and one at level 2"? Especially if six of those skills had to be service skills from your stated profession? (I chose four terms because that gives you maximum skill and benefits rolls before you have to start rolling for age, so I assume Traveller is encouraging everyone to be 34 when they start.)
Or does everyone cheat on the Lifepath and sort-of accidentally get the character they want, and I've just been too uptight to let myself do it? If anyone has a robust defense of the lifepath chargen system, I'm willing to hear it. From where I sit, it sure seems like if you spend an hour or two making a character for a particular adventure game, you ought to wind up somewhere in the ballpark of what you were hoping to play.
That's when I realized the problem: with random skill accrual, not only do you not have control over who your character winds up being (which is REALLY silly, because I've definitely chosen most of my skills in real life!), but you can very easily wind up with an entire crew that's completely unsuited for the types of adventures you were planning to play Traveller for in the first place! As much as people love the lifepath, that critique seems completely damning. Small wonder that people keep trying to invent point-buy systems for Traveller.
I remember waaaay back on this forum, however, in a discussion of point-buy systems, someone from Mongoose warned that they deliberately weight the lifepath tables with a mix of useful and less-useful skills, and that if players are allowed to simply pick from the tables, they'll tend to be very overpowered, with lots of high-demand skills at level 3 and 4. So point-buy systems can't be as simple as picking from tables.
Admittedly, I'm a little obsessed with this issue, so I found a slightly different solution. I went to a random-Traveller-chargen site and made 5000 Traveller characters! And in the process, I discovered that the average 4-term Traveller character (at least using that particular bot) tended to have 6 skill-0s, 6 skill-1s, and 1 skill-2. (It was both the arithmetic average and the mode.)
So my argument is, instead of a traditional point-buy system, where you're given a lump sum and told to go crazy--leading to people giving themselves all 4s in their stats and then Gun Combat-7--what if you simply said, "Choose six skills at level 0, six at level 1, and one at level 2"? Especially if six of those skills had to be service skills from your stated profession? (I chose four terms because that gives you maximum skill and benefits rolls before you have to start rolling for age, so I assume Traveller is encouraging everyone to be 34 when they start.)
Or does everyone cheat on the Lifepath and sort-of accidentally get the character they want, and I've just been too uptight to let myself do it? If anyone has a robust defense of the lifepath chargen system, I'm willing to hear it. From where I sit, it sure seems like if you spend an hour or two making a character for a particular adventure game, you ought to wind up somewhere in the ballpark of what you were hoping to play.