So, alignment is a reputation system that gets players thinking whether their character is going to be "Good", "Evil", "Chaotic", "Lawful", etc in a fantasy game.
While some folk argue this is not necessarily a brilliant implementation of a reputation system, I was wondering what equivalents (same, better, or worse) might be found in a Traveller rule system or campaign?
Basically, the purpose of my question is to explore/discuss that some potential RPG players appear to have dark fantasies, that they like to align with, through their PC, and act out in a fantasy context. They subsequentially seem to be put off playing Traveller as being too "clinical", and find the representation of it's science fiction devoid of such possibilities. Does this absence make Traveller too "clinical" in any way? Or have you found a way of encouraging players to think that alignment/reputation matters in your Traveller science fiction?
Or, possibly, is the future of the universe better off without it's sentient inhabitants being aligned to anything except the Imperium or any other Empire?
There is PC backstory, but that is an inconsistent implementation, as it doesn't necessarily get all PCs thinking about the same set of criteria.
Those are some thoughtful questions.
The D&D alignment system was a decent implementation for what it was: a game mechanic for dividing characters into groups that received different abilities based on their alignment. It wasn't useful for helping players developing a good idea how their characters' personalities.
Traveller is very clinical, but the absence of an alignment system, for lack of a better term, is not what makes it clinical. What makes Traveller clinical is the profound lack of consideration of any kind of emotion in the source material. Characters and situations are presented in a coldly rational light, and a lot of it comes off like a dry history book. I guess that's not surprising, given Traveller's wargame heritage. GURPS Traveller has a little more emotional flavor to it, but not much, and so does TNE.
On the subject of potential players with "dark fantasies" (cue spooky voice), I think a better way to phrase it is that some players are interested in more dramatic or emotionally engaging adventures rather than sterile exercises in problem solving, tactical battles, and making money. (Unless you mean players who want to express their personal issues through their characters, or who only want to have their characters do outrageous things for laughs. Both of those situations get very boring very quickly, and they should be corrected quickly by the referee, i.e. tell the player directly that you're not going to
waste spend session time on it. The referee gets to have fun too, and setting up one dimensional NPCs for the players to victimize for laughs is probably a waste of your time).
First and foremost, know your players. If they're the type of players who want some roleplaying and drama along with their problem-resolution, then read on. (If they're not the type of players who care about characters with distinct personalities and just want to get to the battles or problem-solving, they won't appreciate attempts to include drama or an emotional component in their game sessions).
Talk to your players. Ask them:
- What kind of person is your character?
- What are the character's beliefs and opinions about himself, other people, society, and other societies? Does he have any conflicts about these beliefs?
- What has he been through during character creation?
- How have those experiences affected him?
- How do his experiences affect how he interacts with others?
- Does the character have any unfulfilled desires? What is the character want to do about it?
- Does the character have any regrets? What happened? What does the character want to do about it?
- Does the character have unresolved business? What happened? What does the character want to do about it?
- How deep or consistent does the player want to be with this in his character's portrayal?
- Does the character have any conflicts between any of these issues? What are they and why?
- How did the character come to be with the group and the adventure?
Something to keep in mind is that Traveller characters are separated from their families and societies of origin, which they would reasonably care about. Encourage players to think about how their characters feel about the people and characters in the current environment of the adventure. It's ok if it's bare bones at the start. Characters will become more developed through their adventures.
If you want some rules to help players be consistent, and the players are ok with it, try something like the Pendragon passions and allegiances mechanic. What moves the character? What does he love? What does he fear? What does he care about? What is he moving toward? What is he running from? If a character is acting in accordance with his passions and allegiances, allow the player to ask for a +1 on a particular die roll. Every session you could roll a D6 and say that every player has that many opportunities to ask for a +1 when the task at hand is aligns to one or more of the character's passions or allegiances.
Example passions and allegiances:
- Loyalty to homeworld
- Loyalty to code of honor or moral framework (what are the character's values?)
- Loyalty to society
- Loyalty to team
- Passion for justice/fairness
- Passion for revenge
- Passion for lover/spouse
- Passion for honor
- Passion for courage
- Passion for competence at a chosen specialization
- Passion for helping others
- Fear of being left to die
- Fear of letting someone come of harm
- Fear of letting the team down
- Hatred of war enemies
- Hatred of tyrannical authorities
- Hatred of people who violate the character's moral code (liars, cowards, tricksters, etc.)
I hope these ideas are useful.