Lack of affinity for players when creating a Farmer Traveller?

Limpin Legin

Cosmic Mongoose
A while ago I was in a situation where I was creating a Traveller character for a new guy whom I've known from a local D&D group. In real life I know he is from a rural farming family, and his roleplaying tends to follow that outlook. In D&D this guy tends to pick the Ranger type of character and, in Tales from the Loop, he would pick the Hick.
When it came down to creating a Traveller character, all he wanted to be was the Drifter, which initially took me back, because the Drifter is such a dropout type of character. So every term up to the age of thirty, he would choose the Drifter, as he couldn't identify affinity with the other careers on offer. And the Drifter is such a second rate "up to no good"/"failure" type of character, IMO, and not a useful contributor towards society. He could have chosen to be the Citizen, but that had connotations of being a Corporate which, I could easily see, had no relevance to his real-life rural background that is so cut-off from mainstream society.

So I was left wandering if useful agriculturists and farmers fall through the gap, in terms of character creation? One would assume that agriculturists would just be low tech guys with just survival and animal skills, and then should be automatically bamboozled by the latest tech. But modern farmers can drive and will use drones and other robots for crops, use electronics and communications to link themselves with the rest of the world, trade in bulk supplies. And in a sci-fi setting, they would also understand planetary formation and terraforming. Similarly, in a Traveller sci-fi setting, because they are so remotely cut-off, they may also be the hideout of underground psionic institutes (perhaps).

These are useful characters, not just drop outs or societal rejects - so, is there any possibility of creating "decent" farmers? I mean, didn't the now famous Luke Skywalker start out as a farmerboy, before joining the Jedi?
 
Sure.
Look at the Citizen career and the Colonist and Worker specialties.
A good Farmer character will have Animals [both Handling and Veterinary], Science [Botony /Agriculture /Whatever], Drive [Wheeled or Track], Mechanic, and probably some JoT thrown in. They might get lucky on the skill rolls and add in some Recon and Survival, and maybe a level or two of a combat skill. That's a perfectly viable character right there. The only thing that'd make this guy different than some Scouts is a couple of technical skills like Pilot or Electronics.
 
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The cheat would be farmer as a profession.

I used to screw around with the class system tools in Dungeons and Dragons, mostly for my own amusement, such as the fastest possible levelling class.

With an open, points based system, anything is possible.

With Traveller, where everything is professionalized, you'd need an existing lifepath that matches the skills, and/or experiences, your character will acquire.

You could probably hack a sort of open career for that, or one of the associated publishers has already a printed career path that more or less is suitable.
 
Sure.
Look at the Civilian career and the Colonist and Worker specialties.
A good Farmer character will have Animals [both Handling and Veterinary], Science [Botony /Agriculture /Whatever], Drive [Wheeled or Track], Mechanic, and probably some JoT thrown in. They might get lucky on the skill rolls and add in some Recon and Survival, and maybe a level or two of a combat skill. That's a perfectly viable character right there. The only thing that'd make this guy different than some Scouts is a couple of technical skills like Pilot or Electronics.
The name "Civilian" is just so non-plussed because it can be interpreted as being so patronising, and part of an interconnected society. And the name "Colonist" implies a settler on foreign soil instead of someone who is local and self-sufficient. So there are these barriers that a referee has to get beyond while introducing the opportunities.
Mechanic and JoT are good skills, but lacking are super useful Electronics(Remote Ops) , Flyer, Persuade, Broker, Science(Planetology).
 
With an open, points based system, anything is possible.

With Traveller, where everything is professionalized, you'd need an existing lifepath that matches the skills, and/or experiences, your character will acquire.

You could probably hack a sort of open career for that, or one of the associated publishers has already a printed career path that more or less is suitable.
Yes, just more effort in getting a game up and running.
 
I ignore the title of the Career and its little sub-divisions. I use whichever class has skills closest to what I want to do. Classes are just the writers saying, "A character with these skills could be from this career". Pick the career with the skills you want and then write your own backstory for what job gave them to you.
 
Citizen (Imperial Subject) - worker (Farmer)

Skills: Carouse, Gambler, Drive, JoT, Flyer, Streetwise, Melee, Profession (e.g. farming), Mechanic, Electronic, Engineer, Science (e.g. planetology)
Adv Edu: Art, Diplomat, Advocate, Language, Medic
Rank: 2 Profession, 4 Mechanic, 6 Engineer
 
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I would suppose it's how high up the tech tree you want your farmer to be, when you start adding specialized technical knowledge.
TL 7 to TL 10 might be the best bet. High enough for specialization, but not so high as to be cut off from the natural aspects.
YMMV, of course.
 
TL 7 to TL 10 might be the best bet. High enough for specialization, but not so high as to be cut off from the natural aspects.
YMMV, of course.
TL-15 Hydroponic Farmer might have never even breathed natural air. He could live in a space habitat.

Or is a TL-15 Farmer just the guy who feeds stock into a TL-15 fabricator and "prints" food at a commercial scale?
 
Ruralite
Entry: Soc 5+
Automatic Entry if Soc is 5 or lower.
Assignments
Rustix: Lives out of sight, convenience, enforcement of communal reach.
Agriculturist: Lives at, works or owns a farm or ranch.
Townie: Works and lives at the spoke to the hub of the wider politely.

Rustix: Survival DEX 8+ Advacment Int 8+
Agroculturist: END 8+ Advacment Edu 8+
Townie: Int 6: Advacement Soc: 8+

Personal Dev
1 Athletics End
2 Athletics End
3 Athletics Str
4 Athletic Str
5 Athletic Dex
6 Carouse

Basic Training
1 Animals
2 Survival
3 Carouse
4 Mechanics
5 Drive
6 Broker
Avd Education (EDU 10+)
1 Electronics
2 Engineering
3 Medic
4 Jack of all Trades
5 Vacc Suit
6 Pilot

Rustix
1 Survival
2 Gambling
3 Animals
4 Mechanics
5 Gun Combat
6 Stealth

Argrocultristist
1 Animals
2 Mechanics
3 Broker
4 Science (Farm Sciences)
5 Drive
6 Flyer

Townie
1 Carous
2 Drive
3 Flyer
4 Gambling
5 Broker
6 Persuade
Mishap
1 Severely Injured. Roll twice on the injury list, take the worse results.

2 Injured. One stat is reduced by 1d6 (or whatever the 2 mishap is for every/most career)

3 Misadventure. Not rejected from Career. Change to a different assignment in this career for next term. Unless you have had a survival roll in every assignment in this career then go to Prisoner Career next term.

4 A sure thing, wasnt. Give up Benny form this career and not rejected from this career and change assignment for this career for next term.

5 Hard life, is hard on the body. Roll on the injury table. Gain DM -1 to your next aging roll and your next aging roll.

6 Just too bad of a season. Lose one Benny roll.

Events
1 Seriously Injured. Roll twice on the injury table. Take the worse results.


2 Life is an adventure. Roll on the Mishap chart. You are not rejected from this career or forced to change careers.

3 Who you thought was your boo, turned to be sweet on someone who you thought was your friend.
Do nothing. Gain a rival and an enemy. Have some words. Roll Carouse 8+. On success, gain a rival and your boo. Feel hard about it. Roll Melee 8+. On success gain two enemies. On failure roll on the injury table.

4 Gambling?! Im in. You may gamble a number of Benefit rolls and roll Gambler 8+ or Broker 8+. If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one level in whichever skill you used.

5 A sure thing, was? Dumbfounded by dumb luck; gain either or DM+2 to your next Avd Roll or DM+1 to Benny Roll or an Additional Benny roll from this career.

6 Correspondent Course was legit. Gain any skill at 1 except Jack of All Trades.

7 Roll on the Life Event table

8 The son of a gun did it. Made it out. Either; Dang, Im proud. Gain an alley. What's wrong with staying?! Gain a rival.

9 Cash Crop fad. Either; Exploit it as hard as you can. Gain an additional Benny roll and Dm-1 on your next and only next Aging roll. Or Stay the course and gain Dm+1 on your next Avd Roll.

10 Land Devolopers. Either; Sell your Land and gain 3 extra benny rolls but you must leave this career. Be a stubborn jackass. Roll D6. 1-3, lose your land and you must change assigments for this career for next assigment. 4-6 The Devlopers stop trying to buy your land but also wont buy from anyone else. Lose 1d6 Soc. Fight it in court. Advocate 8+. On success you may sell the land for 6 additional benny rolls or retain it and gain DM+2 on your next Avd roll. On a failure. Lose the land and must change assigment for this career for your next term. Or hire a city attorney and lose one benny roll. Keep your land gain 1 enemy and DM +2 on your next Adv roll.

11 You can make it out. A tramp trader offering you a spot. If you accept, on your next term you have automatic qualification on the Merchant or Citizen career and gain one enemy. If you decline, gain a the free trader crew as a rival and DM+2 on your next Avd roll.

12 You saved the Town. Automatic Promotion. Must stay in this Career for your next term.

Ranks
I got nothing. Maybe have something later.

Pension and Injury converage the same as the Scout career.

Benefits
Cash--------Benefits
1 500--------Soc +1
2 700--------End or Str +1
3 1000--------Personal Vehicle that uses the Drive or Flyer skill. Resticted to at most TL10 and 100k credits
4 1000--------Weapon
5 2500--------10,000 credits worth of tools, at most to TL10
6 3500--------An adult Animal if you have the skill to ride, is ridable. This animal is fully trained and obedient
---------------at least to you, it has all the equipment to care for it well and supplies for it for a year.
7 5000--------Pension of 5,000 credits.
 
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The name "Civilian" is just so non-plussed because it can be interpreted as being so patronising, and part of an interconnected society. And the name "Colonist" implies a settler on foreign soil instead of someone who is local and self-sufficient. So there are these barriers that a referee has to get beyond while introducing the opportunities.
Mechanic and JoT are good skills, but lacking are super useful Electronics(Remote Ops) , Flyer, Persuade, Broker, Science(Planetology).
Um, the name of the career is 'Citizen', not 'civilian'.
But I'm curious... why does 'Civilian' patronizing to you?
Most citizens ARE civilians in that they're not members of the armed forces or law enforcement. As you can tell by my avatar, I'm a veteran but I've been a 'civilian' for most of my life and I've never found it to be a lesser status. I mean, 80% of active duty military in the US transit out after one or two enlistments. And EVERY active duty military member has to face Life After The Service at some point. To a veteran, 'civilian' means 'no longer having to wake up a zero dark fifteen to do PT in the snow' :D
 
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