
Saturday, October 24, 2009
2nd Look at 2nd Edition

Friday, October 23, 2009
...In a Galaxy, Far, Far Away...
Traveller 40,000 - Rogue Traveller


...the players take on the roles of tramp merchants and mercenaries, wandering the galaxy in search of profit and adventure.
The potential of new worlds, alien civilisations [sic] and unimaginable resources has stimulated the growth of free-ranging imperial agents known as Rogue Traders. Licensed and equipped by the priesthood, the Rogue Trader is free to explore the far regions of the galaxy, the areas where the Astronomican does not reach, and those areas within its range as yet unvisited.
A Wolf From The Stars
WULF
Homeworld: Fenris (poor, ice-capped)
UPN: C9D875
Age: 46
Profile: 2 terms with Imperial Marines (ground assault), until severely injured. Mustered out and re-joined barbarian tribe on home world rising to rank of Chieftain after waging 20 year war of unification. Current whereabouts: unknown, but off-world.
Skills: Animal 1, Athletics 0, Battle Dress 0, Carouse 0, Gun Combat (slug thrower) 2, Heavy Weapons 1, Jack of All Trades 2, Leadership 1, Melee (blade) 3, Melee (unarmed) 1, Stealth 1, Tactics 1, Vaac Suit 0
Known Holdings: Combat Armor, PGMP (TL 14), Ally, Ship Share (Corsair), 9000cr
That's actually a lot fancier than it needs to be...you could delete the "homeworld" and "profile" sections and you'd still have a complete character ready to rock n' roll. I like to include that kind of thing for color.

"Wulf" is one of the first characters (maybe the only completed one) that I created when I got the Mongoose edition of the rules (I've only ever been exposed to Mongoose and Classic Traveller). He is largely inspired by the doomtrooper Sean Gallagher from the Mutant Chronicles RPG (shown here from his illustration on the board game Siege of the Citadel). In my head, though, I picture him with more beard.
Oh, yeah...and I think Fenris is the home world for the Space Wolves.
[heh...I should start a blog for my Death Guard...shoot!]
I was blogging the other day about the virtues of random character generation (well, not really except by way of contrast with the current vogue in RPG chargen systems), and Traveller is certainly random. In the Classic version one had to balance the number of terms of service/advancement versus the very real chance of character death mid-creation process. Beautiful, really...though potentially frustrating, of course. The Mongoose version does it one better by keeping in an "Iron Man" option (for the hardcore, Classic players) or simply allowing your character to suffer a career ending injury should he fail a "survival roll." I have to admit, I really appreciate the thoughtfulness of the updated version.
But again, the real beauty is in the end product. This example character was created across a full seven terms...28 years of "leveling" complete with Events, Mishaps, Skill selections and "Mustering Out" benefits. And it all boils down to one stat line, a handful of skills, and some starting equipment and cash. I had fun with the character creation process, I never got bogged down choosing "feats" or skills (skills are determined randomly by career path or from a slim selection of options depending on your homeworld) and there is nothing un-wieldy about the character sheet itself...totally practical.
I have Wulf saved in a Word doc on my zip drive and every time I look at that handful of writing I truly marvel. I could drop the extraneous, reduce the font, and easily fit eight to ten complete characters on one sheet of paper. What is not cool about that?
And it FITS with the game as written. Your character is one soul amongst billions on millions of worlds scattered across galaxies...you are a small part of a greater whole, what needs you an elaborate character sheet and write-up?
Wonderful, says I. A fun and fairly elaborate chargen system, that does not hesitate or stutter-step like other games and that distills down to the bare essentials. I couldn't ask for more out of a science fiction RPG.
And man...I'd love to take Wulf out for a spin some day in someone's Traveller 'verse!
Wednesday, October 21, 2009
Seiji Yamaguchi

Anyway, it’s something I appreciate. In role-playing, I always enjoy playing characters with some sort of (physical) imperfection as well. I’ve played one-handed mages in Ars Magica and scarred bards in AD&D and (most recently) a grossly obese thief in B/X D&D. I’m not sure what my reason for doing this except that A) I know I get tired of everyone making heroic images of perfection with their characters and try to “switch it up,” and B) it helps keep me grounded (sometimes).
Generally, I have not given my characters speech impediments as I prefer to use my own, unaccented voice when playing a character. That’s just me.
Tuesday, October 20, 2009
Some People Call Me The Space Cowboy...

Well…one of the “thats” I’ve been doing has been fiddling around with Traveller (Mongoose edition). I love this game. I know it’s playable (I’ve played it before). I know nothing about the whole "Imperium of Man" thing having only played/read the Classic books prior to picking up the Mongoose core book, so to me the game seems endlessly customizable…at least when it comes to creating the kind of RPG experience that interests ME.
Case in point: saw District Nine last week in the theater. LOVED it. Found it both disturbing and a vivid social commentary as well as highly intense…I was on the edge of my seat through much of it. Even with the aliens and hardware, this is not the type of thing that could be made into your average table-top RPG (though certainly a game like Shock would probably work well). At least for me, I am not interested in creating this kind of story IN PLAY with a role-playing game.
Case in point #2: Saw Sleep Dealers (recently rented…an excellent, cyber-punk type film out of Mexico). Also disturbing, depressing, socially relevant and yet sci-fi cool. This film could be perfectly replicated by Shock (gotta’ go pick that up one of these days), but again it’s not necessarily the game I want to play when I’m in the mood for Sci-Fi.
But Traveller, which would NOT work for either of these two pieces of fiction (see? System DOES matter!) is great for a whole slew of totally game-able ideas, generally of the ship-board variety and certainly for any type of story involving galactic or intergalactic empires: Dune, Warhammer 40K, Star Wars, Asimov’s Foundation, The Stainless Steel Rat, etc.
Me, though, I prefer something a little smaller scale: like a Firefly class trading vessel.
I am a late-come fan to the whole Firefly/Serenity hoopla, and not ashamed to admit it. I missed most of the series when it was on TV, skipped the film when it was in theaters, and only ended up watching the whole thing (rented) back-to-back about a year ago. I am now a HUGE fan (though not as much as the folks at the coffee shop down the street…hoo-boy! Ker-razy!).
Actually, I DID watch the 1st episode ever (actually Episode 2) on TV when it was first broadcast, but at the time I was pretty unimpressed with it. Now that I own the whole series (on BlueRay!) and have listened to the commentary I realize the series was broadcast out of chronological order, which helps to explain why the thing made so little sense to me at the time (and why I subsequently skipped later episodes).
Anyway, except for its intergalactic scale, Traveller is the perfect system for a pastiche of Firefly (or Cowboy Beebop, for that matter). Switching up the tech levels, and changing Jump drive to inter-planet travel rather than interstellar makes the Trav totally feasible to model the Firefly universe.
Now I realize that there is already a little game called Serenity on the market based on the show and the film, but to date I have refused to purchase it. My perusals of its pages (more than once) continues to leave me unimpressed and uninterested in it, save as a reference book. I mean, the list of Chinese is pretty helpful but does the game system reward players for using it? Not that I see anywhere in the text (contrast this with the Dying Earth role-playing game where character advancement is directly tied to the use of flowery Vancian prose in game play…talking about adding flavor!).
Traveller’s chargen system also makes it fairly easy to model all of the characters from the TV show, River Tam being a notable exception. Well, Inarra requires a little fudging, too…unless you want design a new profession for “Companions” (the Events and Mishaps table would be interesting!), you kind of have to choose between Entertainer and Noble. Rather than forcing things, it’d probably be easier to simply design one’s own stuff.
Of course, while one CAN create the Firefly crew/cast with Traveller, THAT’s not role-playing either!
Frustrating is what it is…’cause what I REALLY want is simply more Firefly episodes. Ah, well…as Jayne would say, “If wishes were horses we’d all be eating steak!”
Pastiche is generally not role-playing in my book (sorry), but Traveller certainly can be. It has the capability of producing a Dune-like universe (or a Firefly-like ‘verse) that allows role-playing without the original characters. Ha! Dune really deserves its own post…you’d have to get rid of all interstellar spacecraft!
Anyway, Firefly is pretty doable in Traveller (hell, even a the basic Free Trader spacecraft is of a comparable size to the Firefly ship based on its Wikipedia entry. The Serenity RPG multiples its tonnage by 12X the listed value!). AND Traveller's chargen system has plenty of randomness in it, while still allowing for some player choice (and its pretty fun to boot!). For whatever reason, I’ve been starting to get back into the Science Fiction genre (all these movies lately, and of course re-watching the Firefly series), picking up used paperback novels like David Drake (Hammer's Slammers), Asimov, Anne McCaffery. Maybe I had too much R.E. Howard overload the last couple weeks…who knows?
The Problem with "Heroes"
Even me. ESPECIALLY me. But I don’t get to do that ‘cause I’m the Dungeon Master…which is great by the way, because then I get to be the master author/playwright/director and exercise my control-fetish over the game.
But the players? These days they seem to be a bunch of prima donnas…albeit without the chops, generally speaking.
Okay, folks are asking what the F are you talking about (if you’re asking “where the F is this coming from; just keep in mind it’s been a long time brewing).
IN GENERAL (I’m speaking in generalities right now) RPGs are about fantasy…whether the fantasy of slaying dragons or being a super-spy or flying a space ship it’s all fantasy NOT reality. And players who love RPGs love that fantasy and want to live in that fantasy…at least for a short while around the gaming table. And in peoples’ fantasies? Well, of course we are the heroic star of the show!
Few people WANT to play the bit part character actor. As a guy whose did a lot of acting in my early years (that’s one of my university degrees actually), I’ve had a chance to play both stars and bit parts. And as any actor can tell you, playing a bit part is a blast! It takes just as much commitment to the character but you have more leeway and less pressure and (depending on the role) just as much stage time (sometimes great QUALITY stage time) even with fewer lines. But no one tries out for the bit parts. You audition for the star role and get called back for the role the director things you’re best suited.
In a role-playing GAME (acting is role-playing too!) players have much more control over the part they play, assuming they get to create their own character. Which is kind of F’d in and of itself if you hope to create some semblance of a coherent tale from your “adventure” (I’ll explain why in a second). Much more control, I said, but not TOTAL control. Depending on the game being played.
FOR EXAMPLE: in AD&D one is constrained by the classes available (under the rules) and the results of one’s random die rolls for ability scores. In a way, this is much like a real life audition for stage. If I don’t have the pipes, there’s no way I’m going to get cast as the Phantom of the Opera, no matter how dashing a figure I cut in a cape and mask. In the same way, if a player can’t roll a helluva’ bunch of good rolls, there’s no way he’s going to get to play a paladin. That’s too bad…but you can still (in AD&D) play a fighter as long as your Strength is at least a 9…and you can role-play the hell out of him, making him a young paladin-in-training or a very ethical fighter, etc. Hell, if you really missed the spells and such make him a cleric; holy avenger swords are few and far between anyway.
But MAYBE you’re part of a group where Player Joe always plays a cleric and Player Sal always plays a dwarf fighter. If it’s the accepted practice of your group (your “troupe”) then allow the players to rearrange those random rolls so that they can play the character they want. Guess what, though: you’ve been type-cast!
HOWEVER most RPGs written since the 90s have moved far and away from this type of “role-playing game” (as in, a game of role-playing) by allowing extreme character customization at the hands of the player. To what end? Well, ostensibly it was to either A) provide “variety,” or B) allow players to re-create favorite characters of fiction. In practice, it simply allows players to create the maximum badass possible.
No, I am not talking about min-max hardcore gamists who are use break points, feats, and merits/flaws to push game rules towards their shatterpoint (and sometimes beyond). I am talking about the ability to customize an “ultra-kewl character” no matter what stands for “kewl” in YOUR brain, in order to star in your own personal fantasy.
Ugh. Ugh. Ugh.
This is what really makes me throw up my hands and say, “why the F bother?”
And why should I bother to play a game where everyone is simply dancing around with their own fantasy masturbation exercise? If I want to daydream, I can do that without any books or games at all. If I want to tell a story about a heroic persona, I can write a damn short story for my own amusement…hell, I can write a whole string of stories about my favorite character and publish a blog about it.
But of course, many folks aren’t interested in this kind of “work.” They’d rather put together their tall, dark badass (or quirky-yet-powerful badass) and strut him or her about at someone’s game table. And boy howdy, whadya’ know…everyone else is doing the same damn thing, so I guess it’s ok, right?
Three to five prima donnas is what you get, hoping to massacre a bunch of random opponents. “Tactical exercise?” Sure. “Requires more imagination and social interaction than World of Warcraft?” Absolutely. But are you role-playing? Not in my opinion.
Sure you are “playing a role,” the badass fighter or beefy barbarian for example. But only as a means to a single metagame goal: fulfilling your own fantasy. Not in aid of manufacturing a story (except perhaps in your own head) and probably not in exploring the story/world created by the GM/game setting (that only matters as to how it relates to “your guy”).
I used to own an Xbox (before it burned out) and I would play games like Star Wars: Knights of the Old Republic on it. This allowed you to create a badass Jedi character and customize him (or her) with looks, feats, skills, and force powers…all the while kicking ass and exploring the story line that the game designers had programmed (and that you paid to purchase).
That’s not an RPG. That is living one’s solo fantasy.
To play that way at a table with others is, frankly, madness. Or masochism (if you’re the DM). No one’s paying to play (except the folks that bought their own books). Yet all are expecting the limelight. It’s supposed to be interactive. It’s supposed to be exploratory. It ain’t supposed to be Twister (figuring out which character fits best where, i.e. “tactical”)…at least not as the major impetus to play. At least not if it’s being billed as a Role-Playing Game.
Where is this rant coming from? I don’t know…I’ve felt pretty ranty lately. Last night I was perusing my old copy of Werewolf: the Apocalypse, thinking of giving it another try. God I desperately wanted to like that game (werewolves being one of my all-time favorite monsters of film, lit, or comics). It starts out with a cool premise (you’re a werewolf!) and then quickly degenerates into the dumbest RPG ever invented. You are a big, hairy, ass-kicker in a tribe with other big, hairy ass-kickers. Your powers make you a great fighter. Being in fights makes you more powerful. Blah blah blah.
Yes, I suppose you could create a weakling Werewolf character. Who would then get upstaged by the others of the group (because the game is all about fighting “the Wyrm,” dontcha’ know?). Or you could play one-on-one (one player, one Storyteller)…but again, that is living one’s solo fantasy, not role-playing.
This afternoon I ran across some notes from back in my 3rd edition days. I had done the math necessary to creating highest hit point character possible under the 3.0 rules. It ended up being a gnomish barbarian/fighter. This is the stupidest thing ever. There’s no way I could have ever justified playing a character like that. I think he had over 800 hit points at 20th level (when raging).
All the characters I created under the D20 rules were dumb. I mean, some were cool, many were fantastic and most (besides my gnomish barbarian) were NOT min-maxed. But they’re all dumb. Because all they did was allow me to play out private fantasies…whether my Halfling ninja, my Dwarvish duelist, or my half-elf ranger/bard/assassin. Sure…I could give them justifying back-stories (for my own amusement), I could play them (until they got upstaged by someone else with an even cheaper-ass character and no back-story). But hell, it’s more fun to make them than to play with ‘em.
THAT is not role-playing either. Just thinking about it made me depressed earlier today…in fact it was the last straw that touched off this little piece o crap prose.
Older games (and by older I pretty much mean pre-1991, though certainly some older games diverge into the realm of “make your badass”…Champions, for example) are far more likely to facilitate role-playing and exploration than wish fulfillment simply by dint of their more randomized character creation models.
Look, metaphysically speaking I DO believe that we all choose the time, place, and body of our incarnation here on this Earth…that’s something I take on faith, though. From my human perspective it just seems random chance that I was born the guy I am and not a linebacker for the Seattle Seahawks (good thing, too, as then I’d probably be sitting out the season with some painful injury like the rest of ‘em). Random character creation mimics this human perspective of our birth and life…not everyone is born a badass, that’s just the way it is. When we play RPGs, we sit down to play a GAME, we are not sitting down to write a novel or screenplay of our favorite monster-killing wizard. Forcing players to invest hours of time into crafting a super-cool avatar is antithetical to what role-playing IS, at least in my opinion.
Anyway, that’s my perspective. I’ve ranted here and other places about why I don’t like elaborate chargen systems. This is something new. From now on, unless I’m creating a game that facilitates a narratavist agenda (where shared narration/”screen time” is part of the game design objective), any system I write is going to be heavy on the random chance factor. Certainly this won’t appeal to everyone…too f’ing bad. There are ways to balance RPGs without giving players the option of crafting their characters from the ground up.
Don’t believe me? Exhibit A: Marvel Superheroes.

