Item 2210616 92/06/27 01:52
From: M.GELINAS Mark E. Gelinas
Sub: Careers
Greetings,
Earlier this year, a desire was expressed for ideas on how to create new
careers for the Twilight Family of Games. What follows are guidelines
which I have found useful.
GUIDELINE FOR CREATING NEW CHARACTER CAREERS
This article is intended for the creation of new character careers for
the TWILIGHT family of games including: TWILIGHT:2000, MERC:2000, DARK
CONSPIRACY, and will probably apply to TRAVELLER: THE NEW ERA. These
guidelines can be used to a lesser extent for CADILLACS AND DINOSAURS.
Since this article is intended for the TWILIGHT family of games, it
will primarily give numbers for the 1D10 task system. Numbers for the
1D20 task system will appear in brackets. To illustrate the process, a
new career for TRAVELLER: THE NEW ERA will be created.
When creating a new character career, you must first address several
questions.
First, is a new career type even necessary. That is to ask can the
career you are proposing be covered under some other currently
available career. It may be that only a note or two, or the addition
of a skill to a current career can make it useful for the career you
propose without the trouble of creating a whole new career path.
Second, is the career one which players will select for their
characters. While sanitation engineer might be a unique career, not
many, if any, players would select it for their characters. You need
not create a whole new career path just to create NPC's. Just write
down what skills you think they should have and let it go at that.
Third, is the career interesting. The answer to this largely depend on
the audience for which it is intended. If it is only intended for your
local group, then the group's consensus is all you need. If it is
intended for a larger audience, for example for publication, then it
should be interesting enough to appeal to a wide variety of players.
If the answer to all these questions is satisfactory, then you should
proceed. For our example, we have decided that the people who maintain
life support systems for cities would be in demand and offer some role
playing possibilities.
TITLE
The first thing to consider is what to call the career. The name
should be general in nature to cover apply to a wide variety of
situations. While IMPERIAL SCOUT would adequately describe a scout in
service to the Imperium, other human interstellar governments probably
have similar services, so SCOUT would be more general and appropriate.
For our example, we have chosen the title, SYSTEMS ENGINEER.
ENTRY
This section lists the prerequisites for the particular career. If it
is a career anyone can enter then list "No prerequisites".
Prerequisites are usually of four kinds.
The first is a requirement based on the character's attributes. While
this is ordinarily a physical attribute (STRENGTH, CONSTITUTION, or
AGILITY), there are instances when the other attributes (INTELLIGENCE,
EDUCATION, or CHARISMA) may apply. Remember that the average character
will have a value of 5 [10] in an attribute. Therefore, unless the
career requires a minimum of 5 [10] then you should not list attribute
requirements of 5 or below.
The second type of requirement is one of education. Determine if the
career is one that would ordinarily require secondary education. If
so, then list the type and level of education required.
The third type of requirement is one of skills. This requirement is
usually for those careers which would ordinarily follow a different
career. For example, a security guard would require small arms skill
which would usually be obtained in a military career, but could be
obtained through a secondary activity.
The final type of requirement is one of prior service in some type of
career. For example the Mercenary career in DARK CONSPIRACY requires
some prior military experience. Usually a prior career requirement is
for that type of experience which could not be obtained otherwise.
While small arms could be learned outside a military career, combat
experience usually can not.
For our example, we have determined that a SYSTEM ENGINEER requires an
Undergraduate degree.
SKILLS
At this point, I will digress momentarily and discuss number of skills.
On the average, the TWILIGHT:2000 character will receive 5 [10] skills
per term. DARK CONSPIRACY, with its more cinematic nature, award its
characters with an average of 7 [14] skills per term. Because
TRAVELLER: THE NEW ERA characters should also be larger than life, use
the 7 [4] level for them as well.
Usually 1 [2] of these skills are from secondary activities, but
careers which could allow more outside activities can provide 2 [4]
skills in secondary activities. You might also consider the higher
secondary activity award if the career only offers a limited number of
skills. This tends to make the career a little more inviting.
One other note on skills, you should work with the skill list of the
game for which you are writing the career. Be careful about adding or
creating new skills.
FIRST TERM SKILLS
This is where the career designer lists those skills which the
character in the first term at this career should obtain. There is a
lot of judgement call involved in this portion. First you must
determine what are the minimum basic skills required to accomplish the
job. Then you must determine which are the most important of those.
A person completing their first term of a career should be reasonably
competent at their jobs, which means they should have skill levels of 3
- - 4 [6 - 8] in their skills. Of course if the career has a number of
basic skills, you will probably have to reduce the level to 1 - 2 [2 -
4]. [With the higher number of levels available with a 1D20 system you
have a little more flexibility.]
It may be that there is only one or two basic skills required. Then
you may want to award moderate levels in those skills and offer a
choice between a number of other skills, perhaps representing a
specialty within the chosen career.
It is possible to violate the normal skill level awards for the first
term in a career and award more skill levels. However, you should use
this with caution as players may tend to have their characters jump
from career to career to gain the maximum possible skills without
regard to character concept.
Another option to consider is eliminating secondary activity awards for
the first term and using those skill levels for the first term. You
should, however, justify this by explaining what the character is doing
that will prevent him from pursuing secondary activities. For example
a first term Doctor receives no secondary activity award, but that is
because of many hours spent in intern and residency.
For our example we determine that the SYSTEM ENGINEER should receive
CHEMISTRY 1 [2], COMPUTER 2 [4], ELECTRONICS 2 [4], and MECHANICS 1 [2]
in his first term. This is 6 [12] skill levels, which, with the
secondary level[s] makes 7 [14] for the term. While some of these
levels are rather low, I have taken into account two factors - the
character probably received some COMPUTER skill as a background skill,
and some of the other skills during his undergraduate education. Also,
I reasoned that a first term SYSTEM ENGINEER would probably be working
under supervision, and therefore not require as high a level as a
person who would be working on his own.
SUBSEQUENT TERM SKILLS
Here you will be tempted to list just about every skill that there is,
rationalizing that the skill COULD be used in the career. A rule of
thumb that I have used that 16 to 20 different skills is a reasonable
number. Some careers may offer fewer, but if you list more than 20,
take a hard look at what you have listed and see if all those skills
really need to be there.
You can usually eliminate skills by asking two questions. Is this
skill routinely used in this career? Is this skill ordinarily taught
by this career? If the answer to both is yes, then consider keeping
the skill. You will find that the first question is answered "yes"
more often than the second.
If you have gone through your list and you still have too many, then
take a second look. Which skills are used the most often? Which
skills can be picked up through secondary activities? If they are
infrequently used and are available through secondary activities, then
you can safely eliminate them.
Sometimes you may find that you have just the opposite problem, too few
skills. If you have less than 10 skill offerings, go back and add some
skills which may be infrequently used or which relate to other skills
that you have listed.
One other consideration, the skills listed for first term skills should
normally be included in subsequent term skills unless the first term is
the only time that training is offered.
For the SYSTEM ENGINEER'S Subsequent Term Skills we have: ADMIN,
COMPUTER OPS, ELECTRONICS, JACK-OF-TRADES, MECHANICS, POWER PLANT OPS,
SCIENCE, SENSOR OPS, VACC SUIT, and ZERO-G ENVIRON. Since this is
only 10, and we reason that the SYSTEM ENGINEER would have adequate
spare time, we will allow that career only 5 [10] subsequent term
skills but 2 [4] secondary activities.
CONTACTS
The career should always have a minimum of one contact per term.
Careers which have more public exposure or more travelling may gain an
additional contact. Adding a third contact is one way to spice up what
could otherwise be a lackluster career. However, you should be able to
justify how the character could meet that many contacts.
Another thing to consider is the "foreign" contact. This could mean a
person from another "country" or one with an unusual background or
skill. For TRAVELLER, it could also refer to an alien contact. If the
character is unlikely to come in contact with a "foreigner" then set
the level at 10+ [19+]. The more likely a character is to come in
contact with a "foreigner", the lower the roll should be, but 7+ [13+]
should be normally be the lowest.
To determine the type of contacts, refer to other careers of the
particular game for which you are designing the career. That should
give you a list of different types of contacts. Select the ones which
you feel would be appropriate for the career. 2 - 3 contacts different
types is a good number for a career. Careers more limited in scope
might have as few as 1.
In or example, we determine that the SYSTEM ENGINEER can have one
contact per term, Specialist (System Engineer) or Government. The
contact is foreign on a 1D10 roll of 10+ [1D20 roll of 19+].
SPECIAL
The special is a catch-all heading for any special circumstances
involved with the career. Usually this category will list the number
of secondary activities allowed, if different that 1 [2]; any variance
on starting money, i.e. no money for the term, double money for term or
basing money on a different attribute or skill.
Special can also include any mandatory follow on careers, benefits
received upon the career's end, initiative bonuses, or even the
possibility of being wounded or going to jail.
The items here are not the limit of the special category, but rather a
description of the more common ones.
For our example, the SYSTEM ENGINEER is allowed 2 [4] secondary
activities per term. Since his job is important to the community, we
will also double his starting money. This also makes the career a
little more attractive.
Some game systems include a little story just after the title which
summarizes the job and gets the player involved into the role. I have
not used any for the careers I have created, but I get the impression
that TRAVELLER: THE NEW ERA will include them.
That about completes the process, the final step is to put it into a
readily usable form using standard phraseology. For that refer to the
game system for which you are creating the career.
Give it a try, and send me a copy of the careers you come up with. If
I have room, I will print some of the best in the next issue of the
TIMES.
SYSTEM ENGINEER
ENTRY: Undergraduate Degree
FIRST TERM SKILLS: CHEMISTRY 1 [2], COMPUTER 2 [4], ELECTRONICS 2 [4],
MECHANICS 1 [2]
SUBSEQUENT TERM SKILLS: A total of 5 [10] skill levels from one or more
of the following:
ADMIN, COMPUTER OPS, ELECTRONICS, JACK-OF-TRADES, MECHANICS, POWER
PLANT OPS, SCIENCE, SENSOR OPS, VACC SUIT, ZERO-G ENVIRON
CONTACTS: One per term, Specialist (System Engineer) or Government. On
a 1D10 roll of 10+ [1D20 roll of 19+] the contact is foreign.
SPECIAL: SYSTEM ENGINEERS may select two secondary activities/
characteristics per term. When calculating starting money, each term
as a SYSTEM ENGINEER counts as double.
Yours for Traveller,
Geo.
=END=
Item 5404306 92/06/27 02:05
From: M.GELINAS Mark E. Gelinas
Sub: Update to Conversion Guide
Greetings again.
Earlier this year, a number of HIWG members had a E-Mail discussion on
the shape of character generation in TRAVELLER: THE NEW ERA. Out of
these discussions came a lengthy conversion guide which included
some of the discussions, a character generation system with character
generation sheet an character sheet, and a list of Traveller weapons and
armor intended to allow players to start using the Twilight system for
their Traveller games.
In the ensuing time, I have learned a bit more about the shape of TNE,
have talked with people some more, and have received feedback on the
guide. What follows are my recommendations for updating the guide.
UPDATES TO THE TRAVELLER CONVERSION GUIDE
Since the time that the Guide has been published, I have
reviewed it and received some feedback on it. Listed below
are recommended changes to the guide.
A. Parts I - III are my INITIAL recommendations. What
follows in parts IV and beyond are the result of many
discussions with fellow HIWGers and some playtesting on my
part. When reading these first three sections keep in mind
that they are initial recommendations, and what follows may
well be different (and is in several cases).
B. For rolling characteristics, note that no characteristic
may be below 1 (reroll rolls of 0).
C. Social standing - ignore this part. After discussions
with other members, I feel that the randomness of Noble
selection should be eliminated. The Noble career will
remain. For further information see that section of this
Update.
D. Homeworlds - ignore this part. Since the characters are
with an adventuring band, they had to have gotten to space
somehow. I am inclined to let the characters choose the
background skills that they wish to, but they should be able
to justify their selection to the referee.
E. Background skills - delete the portion of background
skills based on homeworld. If players have a designated
homeworld for their character, they can chose skills
appropriate to that setting.
F. The rebellion - throw out this part. Since the setting
for TNE is going to be much farther in the future, most
characters will not have even been born when the rebellion
ends. If you want to keep this part for use until TNE
arrives, that is your option. By the way, has anyone got any
ideas on how to bring an existing campaign into the TNE age.
Cold sleep and characters' (grand)children are two that I can
think of.
G. The draft table - if you disregard the rebellion, there is
no need for this table. Since there is no roll for career
entry (either a character meets the prerequisites or does not
meet them), there is no basis for a draft for those who fail
to enter a career. I think in the kinder, gentler New Era
there will not be a draft.
H. Declaration of rebellion - see "F" above.
I. Page 9 - Civilian Careers - the following careers were
deleted in GEnie transmission and should be added to the
bottom of the list:
SALVAGE OPERATOR, SCIENTIST, SECURITY GUARD, and TECHNICIAN
The appropriate careers are described in the Guide, but were
simply left of the list on this page.
J. Page 14+ - delete all homeworld requirements for ENTRY.
If a homeworld requirement is all there is, write "No
prerequisites." in its place. Referees and players are
advised to use common sense for some of the careers, i.e. if
the character has a designated HIGH STELLAR home world, that
character should not be a barbarian.
K. Page 16 - Drifter - add Tracking 1 to the first term
skills IAW PC BOOSTER KIT.
L. Page 20 - Prisoner - add to special - After PC's have
served a term as a prisoner, they may chose their next career
normally, but must succeed at an Average roll versus Charisma
to be accepted by that career. If they fail, they must
instead choose a criminal career or one with no
prerequisites. This continues every subsequent term until
they make a successful Charisma roll. After that they may
choose normally. (Paraphrased from PC BOOSTER KIT.)
M. PSIONIC INSTITUE - I have made this a four year term.
This does not mean that four years have been spent in study.
Rather the time has been spent looking for an institute,
attending the institute, and improving skills.
N. All careers - delete any mention of draft under SPECIAL.
O. Specialties - the PC BOOSTER KIT has a method for small
arm and melee weapon specialties. I feel this is the way GDW
will treat the subject in TNE.
P. Page 32 - Mustering out - the PC BOOSTER KIT has a method
for dealing with social classes and mustering out benefits.
I am still studying this and thinking how it could apply to
TNE. Stay tuned.
Q. I almost forgot to update the Noble career.
NOBLE
ENTRY: Must obtain permission from the referee to play a
Noble.
SPECIAL: (add) Once the noble career has been chosen, the
character cannot change to any other career (Obligations of a
Noble) unless that character wishes to be an outcast Noble in
which case NONE of the benefits of being a Noble apply (i.e.
monies, contacts, yacht, TAS, etc.) If the character selects
the Noble career immediately after Education term(s) then the
character is a HEREDITARY NOBLE. If the character pursues
any other civilian career before selecting Noble, then it is
an AWARDED NOBILITY. For characters who have a military
career before selecting Noble, discuss with the referee
whether it is HEREDITARY or AWARDED. A brief military career
might infer a Hereditary Noble Obligation. A long military
career may result in Nobility being Awarded. There are no
promotions in the Noble career. The referee will determine
what rank the Noble is, but an Awarded Nobility should not be
higher than a Baron, and is usually a Knighthood.
R. The notes on page 33 are some mid point thoughts, the
final results of the skill decisions are what are listed on
the skill list and character sheet (which should be the
same).
S. Part V - GDW will be using a 1D20 task system for TNE.
However it will be based on stats and skills from 1 - 20. If
you can borrow a copy of the PC BOOSTER KIT, it details that
system for use with DC. I feel the system for TNE will be
almost identical.
NOTE: I know I have been pushing the PC BOOSTER KIT a lot in
this document. I feel it is a worthwhile investment for
referees who are trying to convert their campaigns to the
TWILIGHT system before the advent of TNE. I think that in
the ROGUE ET we are getting a sneak preview of how GDW will
handle ALIEN races.
T. Part VI - Weapons and Armor - Most of the recoils are off.
When I was uploading this, I did a quick reconversion from
what I had converted to MEGATRAVELLER strengths for use in
the TIMES. Also, the last listed helmet (essentially a
"cloth" helmet) should be TL 7. If you have it available,
use the small arms from T2K2 or INFANTRY WEAPONS OF THE WORLD
or, to a lesser extent, DC. For higher TL weapons, my
suggestion is to estimate based on the recoil listing in MT
and comparing with other weapons with a similar recoil.
U. Character Generation Worksheet - Ignore items 3, 4, and 6
if you adapt all of the suggestions in this update.
Well, that's it for now. I hope this has been helpful, and
after I get some feedback from this, I may issue Update Part
II.
Yours for Traveller,
Geo.
=END=