[MgT2] Non-Random Character Generation?

Ifandbut

Mongoose
I know it is sorta against the spirit of Traveller but my group likes the idea of the system but does not like the random nature of making characters.

Have any rules come out for non-random character generation for the New Traveller (MgT2)? In the first edition there were rules for point buy but I noticed in the new edition the rules have been removed. Can we still use the same point values in the old system?

Also, what about other types of non-random character generation? Maybe like Lifepaths from Burning Wheel?
 
Keep in mind though point buy may defeat the balance in the characters.

When generating characters, the profession they pick has increased chances to gain certain skills vs other; also, some skills are learned by getting ranks or events.

The random in the whole mini-game of char gen also makes stacking a single skill particularly difficult. Only the connection rule (and the skill package, considering the referee gives it) allows for a direct increase in skills.

The point buy will allow for easy creation of characters with 4 skill levels at the cost of other "trivial" skills.

What I want to say is, by allowing point buy or similar system, be prepared for extremely proficient chars that might hit target numbers of 12+ with ease.
 
arcador said:
What I want to say is, by allowing point buy or similar system, be prepared for extremely proficient chars that might hit target numbers of 12+ with ease.

That's why I allow only role-players in my games.
 
Ifandbut said:
Is there a release estimate for the Traveller Companion?

It'll probably be the next book on the release list after the current listed titles have been released. I'd expect early next year. There is a non-random points build system in the 1st edition.

In the current system, you can reduce the randomness in the system by simply assigning scores between 2-12 for all Characteristic scores, that total up to 42 (average 7). Then allow automatic qualification for their first career and choose abilities from tables (rather than roll). It's not completely randomless, but characters get a bit more control. I would stress, however, that the standard character generation is actually a lot of fun for those that haven't tried it before and despite a few surprises along the way - you can usually generate the general type of character you want by making could lifepath decisions. Oh, and don't forget the campaign packages and connections can be used to levy up necessary abilities in the party.

And don't worry about Shawn. He's operating under a delusion currently, that he's the only person in the world who can judge whether somebody knows how to roleplay or not based upon his own set of bizarre, non sequitur and vaguely solipsistic criteria.
 
TrippyHippy said:
And don't worry about Shawn. He's operating under a delusion currently, that he's the only person in the world who can judge whether somebody knows how to roleplay or not based upon his own set of bizarre, non sequitur and vaguely solipsistic criteria.
Just learn to role-play. So simple.
 
ShawnDriscoll said:
TrippyHippy said:
And don't worry about Shawn. He's operating under a delusion currently, that he's the only person in the world who can judge whether somebody knows how to roleplay or not based upon his own set of bizarre, non sequitur and vaguely solipsistic criteria.
Just learn to role-play. So simple.
Thing is Shawn, I can learn how to roleplay but you can never learn how to not be a moron.

Shame.
 
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