nezeray said:
I think the base problem for me is that the MGP book isn't detailed enough. I know that T5 will be a lexicon of rules, so I may pick that up, but it seems like necessary details are missing in this version.
I agree that some sections are rules light, but I personally prefer it that way and I personally wish they would have been even more vague on skills/advancement. A cut and dried formula doesn't work for me, though I understand the need for some system for advancement (esp when the topic has come up several times in the last few months). I like the advancement method even less in other games systems like D&D where you magically see any of your skills go up with no effort simply because you squished enough stuff and solved unrelated puzzles/goals for XP.
We're going with something more "vague" and based a character participation and a bit of GM (Referee) fiat. Players will gain skills over time based on what they do during the games and what they actively try to do with their down time. But they will conveniently find their free time limited if they try to train themselves into uber-munchie characters.
nezeray said:
One thing that worries me is that most of my players are used to games were, "We completed this adventure, got some treasure, and now how many XP do we get?". If they don't go up a level every few adventures, they think they're not accomplishing anything. D&D syndrom I guess.
The game requires a bit more maturity on rewards verses the instant gratification, mega-growth uber PC development of D&D or other game systems. Traveller lets you start with a more developed PC and offers more realistic material or intangible rewards than character focused development. Suggested rewards: Fun, money, debt reduction on ship, new ships, weapons, your life, your friends life, fame, fun, additional calories from the snacks you consumed, robots, new contacts, allies, enemies, satisfaction of a mission accomplished.
nezeray said:
How do traveller players then feel like they've done something? If a character has 6 skills after character generation, it's then going to take 6weeks + 1 week per skill advancing, + 1 week per skill point they want to go up?
nezeray said:
Bob's going to need to take a sabatical to improve a skill while the others haul cargo to pay for his food while he's studying....
If it happens repeatedly mock the character for being a wuss or use some other method to get them engaged. If they still refuse, interrupt their repeated training sessions with an adventure they can't refuse. kidnapping, espionage, theft, urgent request elsewhere etc.
nezeray said:
I'm sure I'm missing something here. I have problems seeing how my game will go beyond a couple of one-shot sessions.
If you can get a solid group, I think the opposite will be true if the character creation process created a decent team with a mutual history.