Traveller generation/skill systems.

By Chris Guthrie ·

TML message #27From bundle 3

	1. What are the effects on psionics on game play?
	   Does it take some of the role-playing aspects out of the
	   game by making things to easy (too powerful PCs)?

Typically, psionic problems are based on how well the GM handles it.
Psionic training should be extremely difficult to get.  If a GM allows
players to get them in less than six months (of realtime) I would be
concerned that they were too easy.  There's a lot of role-playing possible
while the players follow lead after lead, looking for an institute.

If psionics prove to make the players too powerful, well, they are illegal.
GM's should be able to take care of that player.

	2. Is it best to stick to Traveller's character generation system?
	   What are playable alternatives used?

I would stick to it unless you decide to add skill advancement.  If you
do decide to add skill advances, look at Runequest as a reasonable system.

	3. Do you actually keep PCs from gaining skills, and if not
	   how do PCs get more skillful?

This is a constant problem with players moving in from DND.  They view
their character's advancement more as an increase in levels and skills
than in a more appropriate goal-oriented role-playing scenario.

I suggest that a GM ask each player/character what that character's
current goal or objective is.  Some of them I can think of off-hand
are to get rich, or discover a psionics institute.  This is very
dependent on how good the players are and how well they can get into
it.

For problem or beginning players, I would suggest giving players some
good short term goals.  Take away all their money or their ship.  Give
them an enemy to chase through a populous planet.  Make them really
angry at an NPC.  Eventually, they should catch him, but make sure they
have fun and problems on the way.

Far more than DND, Traveller depends on the GM.  You simply can't get
by by generating gobs of random 'monsters.'  You will kill the characters
and frustrate them when they discover that there's no reward in killing
monsters.

	4. How many PCs get out of the service in under seven terms,
	   and why?

This depends on the players.  As they get more playing experience they
should move away from the characters who have every skill at level 1.
A well rounded party is important and adds teamwork.  Since characters
can die easily, make it very easy to bring in a new character quickly.

	5. We have picked up many books.  How many books are there?

Many.  I have at least 20.

	Chris