System for Creating New Careers?

vertigo25

Mongoose
Is there any system for creating new careers? That is, a specific set of formulae to get things close to balanced? Has anyone here made their own?

Also, I'd be interested to see any careers that players have created.
 
While I have made a couple of careers for my setting, they would unfor-
tunately be of little use to you - they are written in German. :(

However, there are some interesting careers by others over on the
SFRPG board, which have later become a part of Career Book 1, which
can be downloaded from Drivethru RPG, together with a free career
worksheet.

The link to the SFRPG board:
http://www.sfrpg.org.uk/phpBB3/viewtopic.php?f=34&t=177

And there are also some Advanced Education careers over there:
http://www.sfrpg.org.uk/phpBB3/viewtopic.php?f=34&t=455&start=10

And the stuff on Drivethru RPG:
- the Career Book 1
http://rpg.drivethrustuff.com/product_info.php?products_id=58674
- the worksheet
http://rpg.drivethrustuff.com/product_info.php?products_id=59023

There is also a Prisoner career somewhere here on the Mongoose board,
but I do not remember the title of the thread.

As for the balancing, I did not find a way to express it as a rule. I think
you just have to compare a new career to the existing ones and judge
whether it is on the same "power level" and makes sense within your
setting.
In my opinion the only way to really unbalance a career would be to gi-
ve it too valuable mustering out benefits, but this is a matter of taste.
 
Oh, yes I had a question along the same lines. I was thinking as a side/pet project to create a medieval/fantasy version of Traveller (especially the char gen). Thanks for asking, and thanks rust for the links.
 
Hi Woas,

you could take a look at this thread, it has download links for low tech
equipment and combat, fantasy skills and fantasy creatures:
http://www.sfrpg.org.uk/phpBB3/viewtopic.php?f=30&t=156&start=18&st=0&sk=t&sd=a
 
I would second the Rust's recommendation of Career Book 1 and the design worksheets. (I'm not biased, really I'm not)
 
vertigo25 said:
Is there any system for creating new careers?
Nope, sorry. Good judgement, an eye for game balance, and a good working knowledge of the game's mechanic are definitely required though.
That is, a specific set of formulae to get things close to balanced?
Not as far as I am aware, sorry.
Has anyone here made their own?
Yup :D
Also, I'd be interested to see any careers that players have created.
...take a look here at Career Book 1 from Spica Publishing ;) :mrgreen:
 
This one is free, and OK for a gritty campaign:

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=36082&highlight=vagabond
 
As Spica said, the key to any new career is GAME BALANCE, which really means SKILL BALANCE.

Your new career should not give any more (or less) skills per term, on average, than the careers in the TMB.

Events are big in this: don't let too many events give automatic skills and don't let too many events give skill levels above 1. Those are the golden rules. Unfortunately, they are not really codified.

Hope that helps.
 
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