Running char gen session.

Hi guys,

I'm new and I was wondering if someone could point me to a thread on tips for running character generation for newb players (and a newb traveller dm!).

The game is on Sunday and I'd appreciate any tips. I've run a forum search but have missed any relevant threads.

I've quickly read the core rules but will have another read before the session.

Does each player action one term, one at a time?

When do you have players roll their planets up?

Thanks for the help!
 
I think the best way to learn character generation would be to generate
a couple of characters yourself, and then to ask again if you encounter
any specific problems (which I do not expect, the process is rather easy
to get into). Just do not rely on the example in the rules (the Jamison cha-
racter), this example has errors.

As for the planets, there is no real need to design complete planets for the
character generation, the players only require the few pieces of informa-
tions which determine their homeworld skills. Unless you have already de-
cided where the players will come from, for example because the home-
world is a part of the adventure you want to play, you can just as well let
the players choose the type of homeworld that would fit their character's
concept.
 
Thanks Rust.

How do you (or anyone else) handle character creation? We'll have only one book and one PDF (not really accessible to the players) at the table.

Do you go through one step at a time with each player rolling in front of the group/dm helping or otherwise?
 
Character creation is almost a fun game in itself, and unless you have
very impatient players, they will enjoy to watch the life story of another
player's character unfold during character generation, so you can have
one player after the other create his character in front of the group. So,
preferably not one step at a time, instead one complete character at a
time - it would reduce the fun to interrupt the process, I think.
 
I did a demo chargen session online a while back.
See Mongoose Character Generation for Dummies at http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=36346&start=0&postdays=0&postorder=asc&highlight=
and Mongoose Character Generation for Dummies - Comment Thread at
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=36345&highlight=
 
Another thought - to avoid too much waiting for others - you could try just one term at a time, round robin with the rules till the first one musters out.

Also, for the first games - I'd suggest a low term limit (like 3). You could even have the first game with all PCs the same number of terms. Then they could discuss connection events as they went through each term - picking skills and fleshing things out later.

This will encourage not RPing munchkin super skilled PCs. Most players tend to think a skill is an absolute must to perform a task (its usually not - just lower chance of success - which is what risk taking is all about) or that they have to have at least Level-3 for a skill to be any good.

Another thing - if the game is to incorporate combat to any great extent -> have each player roll and play two or more PCs. Traveller combat can be deadly. This encourages risk taking as well as allows a player to instantly continue in a game (chargen takes time).

(Another Referee trick - ask each player to give you something secret about their PC - you will probably be able to use that later in the game as a plot hook or incentive... and it encourages background development.)
 
If we are doing chargen as a group then we hang out and pass the books around.

If we aren't doing it as a group, my players come at the beginning of the campaign with their characters already done. I just check them over to make sure there are no errors before the game begins.

I never control chargen, I am available to answer questions if they need help though.

-V
 
Guys, this is awesome. Much appreciated!

Lots of food for thought. I'll check out those forum links tonight.

2 characters might be the way to go. Sounds really good and it will encourage some interesting character builds too, I hope.

I printed off my pdf in booklet form and ordered another core book from the games store, so we should have 2 pocket core books, 1 pdf on screen for me and one printed pdf at the table. The guys will then buy their own splatt books and core books, so that should be cool.

For the second session (1st actual game session), I'm thinking of running the Living Traveller game or the Ancients adventure series. But honestly, I really like the random tables so I may just run something on the fly.

I've bought some miniatures from Critical Mass Games, Eureka and 15mm.uk to use but they haven't arrived yet. I think this game's combat could be run pretty well without them or just with counters to begin with.
 
p.s. Yes, BP, that was what I was thinking too (regarding the round robin approach).

3 terms may not be enough. I tried some char gen last night and although you do get pretty munchinised after 3 or so terms, I found it really fun to mix and match. Maybe 4.... or 5 max.

Started off as a drifter as I failed my entry into science. Then failed again the following term, so joined the military as 'gear in the rear'. Mustered out at Major and joined the scout service as an explorer (or maybe surveryor.... the sheet's at home).

Finished up at age 42, with way too many skills... heh.

Seems to be too easy to coast along in the non combat classes. I only failed one survial role. Then again, I've only created one char, so I don't have much authority on the subject.

Also, I rolled quite low on my stats. One 11 result but the rest being 3s,4s and a few 7s. Didn't mind this. It's a really fun system, I have to say.
 
Assume you are using package and connection skills (can add 1 or more Level 1 skills from package and upto 3 levels or additional skills from connection).

Its common to add some house rules regarding stat rolls - in six 2d6 rolls you are typically gonna end up with some low rolls.

However, the rules actually have this covered to an extent - by choosing personal development 'skills' and getting the right mustering benefits, these can be increased (of course, the Aging rules can be quite cruel in this regards - encouraging anti-aging drugs...).

Sounds like you have things well in hand - expect it will go well!
 
I agree regarding low scores. I think the system handles them well. I'll be leaving the rolls as is. With two characters each, I should think that the players with have something they can work with.

Cheers BP. The guys I play with are good sports so it should be fun. Thanks for the advice :D
 
rust said:
Character creation is almost a fun game in itself, and unless you have very impatient players, they will enjoy to watch the life story of anotherplayer's character unfold during character generation, so you can haveone player after the other create his character in front of the group. So,
preferably not one step at a time, instead one complete character at a
time - it would reduce the fun to interrupt the process, I think.

I dont find it that interesting myself - more frustrating. MGT makes it a bit too complicated although it is slightly more absorbing than the original Traveller. But chargen is always just a means to an end and the original Traveller chargen was painless and got you gaming quickly. I found myself struggling with MGT chargen quite a bit especially the High Guard ones so you must try it yourself first. I dont feel the resulting characters are much better than the original Traveller ones - you have more background etc but whether you will ever make use of it is questionable - and in the original Traveller you felt more limited skills wise, MGT makes you feel too powerful and the amount of skills you have are overwhelming.
 
Sentient Bean said:
For the second session (1st actual game session), I'm thinking of running the Living Traveller game or the Ancients adventure series. But honestly, I really like the random tables so I may just run something on the fly.

Do you know about Mongoose' free magazine, Signs & Portents? It has printed a reasonable collection of small adventures - I'd recommend starting small before heading off to Secrets Of The Ancients. You can download the magazine from:-
http://www.mongoosepublishing.com/home/series.php?qsSeries=13

Something to be aware of this month is the book "760 Patrons 2nd Edition" which I haven't got yet but I will get it when I can. For more details see:-
http://www.mongoosepublishing.com/news/news_item.php?pkid_news=470

HTH
 
CosmicGamer said:
Why did this mongoose chargen thread suddenly turn into a discussion about other chargen systems?

Because thats what happens when you have a discussion, you discuss things that people want to discuss and that generally means talking around the general area of the subject. As opposed to having one person controlling a very limited conversation that they want to have over the needs of everyone else, in which case people get bored very quickly and leave the room. And who put you in charge anyway?
 
Char gen can be as many terms as you want it to be for the campaign. Certain books have crazy careers that require lots of terms already done just to join the career. the High Guard "High Command" career, requires six navy terms before you are even eligible for the career.
 
guys, thanks very much for the info and tips. It's been a really big help.

My game got postponed until mid march due to a some mates needing to travel overseas. The extra time has been helpful for preparations sake, though.

I'm going to run the old module "The Traveller Adventure". I'm also going to pick up the 760 patrons second ed book. I've been reading some of the classic material and I've been impressed that Mongoose has stayed true to this iteration of the game.
 
***Minor CHAMAX PLAGUE spoilers below***

Well, after a year of procrastinating, new jobs, a mate going AWOL and then turning up again, we finally got a session in!

It was awesome. We went around the table, rolling characters up with a few books around the table and me on the netbook, using the pdf and the PJD Traveller Utility spreadsheet (seek it out on MGT-AIDS yahoo group - it's bloody awesome and a good time waster when at work...).

With 6 players all brand new to the system (and some only playing their 2nd rpg after 4th ed D&D), the first round was the most lengthy. After that, it was a breeze. I think regular D&D gaming has drilled these guys so that there was minimal wasted time between rounds. Everyone was itching to get to their turn so the pace was great.

I decided to run The Chamax Plague from the old double adventure book.

Wow, what a great intro it was. The initial scenario "Rescue" lends itself to the linked task system so well, it was the highlight of the session. It really sold the players on the game system and added a lot of tension. Racing against the clock, the characters all had a role to play... and it was a close run thing too!

I created terrain (I'll upload some photos later) from foam board, marking out a 20mm grid and texturing it with sand and small rocks, painting and flocking it so that it resembled the terrain of the site of the ruins near the landing site of the Shaarin Challanger.

I made the domed ruins from halved foam balls, textured with sand and painted and based on mini-cds.

I scanned and printed out the Shaarin Challanger from the book and printed to A3.

I found some Pendraken miniatures "aliens" to use for the Chamax creatures. I sprayed them metallic racing blue (Tamiya brand) and washed them with Badab Black (GW wash) and based them on washers.

The combat ran well after we got used to it. It's strikingly similar to 4th ed D&D! Minor actions and significant actions, etc... I guess the D&D guys played Traveller back in the day.

The guys had a ball. They got their pick of 15mm miniatures to use (15mm.co.uk, Khurisan, Rebel minis, GZG) and after a barely seeing off the lurking Chamax from the ruins (losing a NPC redshirt in the process) are about to board the wreck of the Shaarin Challenger..

Overall, I couldn't be happier. My only concern is that there is so much to do and so little time.

I want to pull the guys in the Spinward Marches and then allow them some opportunities to pay down their mortgage, running some random encounters from the books before knuckling them with the second Chamax adventure "Horde" and then at a later point "Expedition to Zhodane". I would really like to play up some of the elements of the cold war situation pre-5th Frontier War. Tempted to get out the minis for some big battles as some of us are wargamers. Space and land conflicts. I also like the Hammers Slammers book (just arrived today) and I see that there are expanded rules for tanks, etc. May not be appropriate for the campaign, but could be of some use for Horde or if they get stuck on a balkanised backwater...

Sorry for the rambling post, had to write this quickly.

Cheers!
 
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