Kaelic said:
I guess I'm just not sure why the core has a training system at all
I agree that training, and/or "leveling up" is a section of the rules that probably should be addressed in detail elsewhere.
Kaelic said:
So it seems. It's a shame, I think if you had a broader audience in the playtest (as opposed to Traveller fans who will buy this book regardless) you'd see it from my perspective. Most of my players are from Shadowrun, D&D and the like.
Traveller is different and for many people it is these differences that make the game. Sci Fi instead of fantasy. Characters that are older and have experience and skills already. How fast do high level D&D characters advance?
That said, nothing in the rules, including the skill improvement, should deter people from these other systems from enjoying Traveller. To me, the GM needs to assess themselves and their players to produce a game they all will enjoy. Perhaps more detailed information for the newbie GM and how to introduce people from other game systems to Traveller will be covered more in Starter Traveller?
Here are just a few suggestions for now
Timing of the game
Plan the game accordingly. If you know you have the type of players that need to see some kind of stat sheet character improvement via skill gains, plan the game appropriately.
- Don't have a scenario where the campaign takes 1 year of real time to play out two weeks in game time.
- Make the game episodic so that there are quantities of not played out game time between every few game sessions. Time for skill improvement.
The ship is the main character
In a Traveller game, often the ship is the center of things and being able to improve the ship gives a similar feeling to improving a character.
Other Rewards
IC Rewards
IC = In character.
Money is not uncommon as a reward. Unlike the leveling system in many games, money gives the player the opportunity to improve the things that matter most to them. Characters can buy things to improve their characteristics, skills, armor and weapons and so on. They also can buy improvements for their ship. Hire NPCs.
Other possibilities are IC rewards of high tech items, ancient and alien technology, a ship of their own and so on.
OOC Rewards
OOC = Out of character.
Not in the rules as written, but easily added, periodically players could be given a chip that can be used to affect game mechanics. Numerous ways the chips could work, but allowing a DM to a roll, automatic success of a roll, or a re roll of a failed task are likely possibilities.
Goals
The GM should help players feel like their characters are accomplishing things. For some players, their characters reaching goals feels better than a token skill gain "just because".