I suppose that sounds good! I'm not really a fan of min-maxing characters in any sort of roleplaying game, I was just afraid of deviating too much from my original concept. No problems in ending up wildly different, I just want to at least get some desired careers!
That said, are we allowed to use the extra books Padre linked, such as Mercenary, Scout, etc?
Character development in Traveller is surely crazy, but it ended up far more tight than I expected, with minimal 'fudging' to get my first career going (missed a roll by 1).
I guess it is -potentially- crazy.
One thing I'm curious about, though, is how character development is handled. There are some minimal rules for gaining skill in-game, and that's all I could find. Besides getting rich and the like.
Posted on 2014-05-06 at 15:02:26.
Edited on 2014-05-06 at 15:03:12 by Amathiel
Alacrity The Tired RDI Staff Karma: 291/33 6283 Posts
The premise of the campaign
The crew starts out on Regina, Alacrity Spaceport, where each person is approached by a Galen Thanius, Senior Scout Admin, with the offer of a job. The Scout service is looking to do a stellar survey of the Spinward Marches with a new state of the art astro-cartography sensor array (ACSA) and they are looking for a crew to man the ship.
The person in charge of this venture is Sterling Phoenix, a mega-corporation boss with the pull of a planetary governor and the bankroll of an empire. He is funding this mission because two scientists (Professor Hubert J. Farnsworth and Doctor John Zoidberg) have developed an antimatter powered jump drive and they wish to test it. The ship is a modified type S Scout Ship.
The ship is to do surveys, test the drive and report back to a space station under Phoenix's command at regular intervals. Pay is good, and the ship is yours to use for trade and speculation as long as you file the reports.
One thing I will add to the character development is that every player must have a “secret” that they submit to me alone. That secret has been obtained by Phoenix and he holds it over you to maintain the secrecy of the ship and drive. It can be built into your character development or something outside of your character (Friend, family member etc). Now by secret I mean something that had happened in the past, which required money or political pull to go away and if revealed or reversed would be devastating for the character. In all cases, it is Phoenix who provided the money or influence to save you.
Examples: Gambling debt, Adultery, killed comrade in a friendly fire accident, Relative with an illness on a backwater planet, Charges of corruption, Sex tape, alien sex tape, Drug addiction, Mistress with child, and so on. Nothing really heinous or dark please, but something that would be really bad if it comes to light.
The game will begin with the first jump test. You have met, mingled and had the opportunity to get to know each other before hand.
As a referee or GM, I want to tell a good story. Especially with an online game where the dice rolls are all mine to do, I look upon this as a writing exercise as well as a game. You will tell me what you think will happen, and will tell you what actually happens. As I am new to Traveller, I appreciate any help or suggestions but in the end I will make final decisions as I see fit.
Posted on 2014-05-06 at 18:02:50.
Edited on 2014-05-06 at 18:05:34 by Alacrity