ShawnDriscoll
Cosmic Mongoose
I don't compare my Traveller careers to real-life ones.
Currently only playing Traveller via PbP. Never had my characters in a Traveller PbP gain skills. As GM, I had lost some players and recruited for more. The game "rebooted" after a maybe a 9 month skip forward in game time and I gave the players that stuck with the game an opportunity to gain skills during that time.Kaelic said:How many more times a week do you play? How many weeks of training happen in a session for you guys? I'm asking because clearly we play way different to everyone else here. Do your players often spend weeks at a time between jobs training?
I have seen lots of examples like yours. Personally I learned to drive an 18 wheeler by being given the keys and being told to go pick up a load out in Riverside (about 70 miles away). I stopped tearing up the gears by the time I made it there. :lol:Major Tom said:I'm 41 myself, I've spent most of my working life in IT, but recently moved into management, specifically working as a Scrum Master (world's most pretentious job title I know). My formal training was a two day course. Everything else I'm learning through experience on the job. Spending months training to learn new skills or improve existing ones simply is not realistic as the sole method of advancement.
This would describe most of the games I have ever played. Time flows different from session to session based on what we are trying to do. 8)CosmicGamer said:How much training happens in a session?
We could have a game session where something interesting is happening and time in game progresses at about the rate of real time with one day taking multiple game sessions, about a month of real time with no training in game. And we could have a game session where we skip through traveling multiple jumps, several months of game time in minutes, because the next adventure is at a distant destination.
-Daniel- said:I know we are all trying to find a system that makes sense, but I would really suggest we resist the trap of trying to reflect reality.
I would have to go back and find the thread where we discussed this sort of idea. Track the natural 12s rolled, track the number of Exceptional Success, there was even the flirting with some sort of XP idea. But the appetite for such an idea didn't seem to be there.Major Tom said:I don't think anyone is arguing that Traveller should try to fully reflect reality, just that it takes a nod in that general direction and recognises that formal learning isn't the only way to advance skills. An updated version of MegaTravller's AT system (points are accumulated against an individual skill via observation or practice and act as a DM on a pretty challenging INT roll to learn or advance the skill) would, I suspect, sate most of us.
-Daniel- said:I like the idea that you increase your level in the skills you are using. I do not mind this sort of thinking at all. Study, experience, practice, listening and watching others (teachers or mentors) all mix into the learning equation. I agree 100% with you. But right now I don't get the feeling the beta is open to a full redesign in the training area.
Sorry, but I didn't say "just" at all. I'm saying we've all here (yes including me) already buy into Traveller, that's why we played it before! And we will continue to do so. I'm talking about people who are coming to Traveller from pretty much any other major RPG.-Daniel- said:To make the assumption that because I disagree with you makes me "just" a Traveller fan is condescending.
What I want to express is I disagree with you not for a lack of experience in other RPGs. I disagree with you because you want something that does not fit into this version of Traveller as written. A Traveller character should not receive skills at the rate you seem to want/need for your game. It will break the game mechanics in other areas.
Pretty much has never been my suggestion. The whole idea of "rapid leveling up" is ignorant to what I've been saying dude. If we use this current system, my players can use the money they have to just train for 5 years of game time in a single session if they want. That's rapid leveling, and boring as shit.You want rapid leveling up, the total game mechanics need to support it.
I disagree.I really do not think we will ever find a training mechanic/rate that will please everyone.
-Daniel- said:I agree 100% with you. But right now I don't get the feeling the beta is open to a full redesign in the training area.
Yes, and any GM who allowed that to happen deserves to be bored with it. I am not going to argue that any system presented couldn't be twisted. Of course they could. Of course the GM would have to help bring any rule system to life on the table.Kaelic said:If we use this current system, my players can use the money they have to just train for 5 years of game time in a single session if they want. That's rapid leveling, and boring as ****.
And that is your right. I would love to read a suggestion from you that would please everyone that has joined into this debate for the last few weeks. Any suggestion that covers all the various people and their views of this would be wonderful.Kaelic said:I disagree.-Daniel- said:I really do not think we will ever find a training mechanic/rate that will please everyone.
The Training is more than a paragraph. It is a paragraph that attempts to come closer to the pace of the career generation system. If you make the training faster than it is out of sync with the pace of the career system. That is the focus of many to of the complaints for the original offering, the one week system found in the first beta document. So in order to speed up the training system and have it reflect the career path generation, you would then need to address the career path system as well. And that is a lot more than just a re-write of a single paragraph.Kaelic said:The training area is a paragraph. Hardly a complicated system to "redesign".-Daniel- said:But right now I don't get the feeling the beta is open to a full redesign in the training area.
-Daniel- said:But as I said, I am very interested in seeing your suggestions for a solution that meets all the different competing interests. 8)
Not all playtesters make the jump from home-brewing rules to replace ones they don't like, to having their rules published in a core rulebook so they don't have to home-brew.Kaelic said:For my own game sessions I'll probably just take what Major Tom is suggesting from the older Traveller book, seems flexible enough. Which I think the key feature to please everyone.
Simple and Flexible is always a good thing. Add in Clearly written and I am really happy. 8)Kaelic said:For my own game sessions I'll probably just take what Major Tom is suggesting from the older Traveller book, seems flexible enough. Which I think the key feature to please everyone.
-Daniel- said:Simple and Flexible is always a good thing. Add in Clearly written and I am really happy. 8)Kaelic said:For my own game sessions I'll probably just take what Major Tom is suggesting from the older Traveller book, seems flexible enough. Which I think the key feature to please everyone.
CosmicGamer said:So personally I don't think anyone can come up with a training system that will please EVERYONE. Thinking you can probably means you have blinders on and are disregarding what some people want.
I agree, Major Tom has offered a clear alternative path that detaches the time element from the mechanic allowing each GM to award the points at the pace they deemed best for their table. It is now Matt's call on if he wants to change things along this kind of path or not.Kaelic said:To be honest, this is for msprange to go away and design, not to be hashed out in detail here. The approach is right, the details need designing.