Yea, that’s another good point about the random skills, they create interesting characters. In a system that has so little to define characters, creating as much interesting bits as possible makes a lot of sense.
Frank
From: xxxxxx@simplelists.com [mailto:xxxxxx@simplelists.com]
Sent: Friday, July 3, 2020 2:24 AM
To: Tml <xxxxxx@simplelists.com>
Subject: Re: [TML] Pilot position
On Fri, 3 Jul 2020 at 09:47, Alex Goodwin <xxxxxx@multitel.com.au> wrote:
The _degree_ of randomisation - up to eleven - was the real surprise.
It has definitely created some ... interesting ... histories
Yes, while I don't get to do char gen much with players (TravCon is all pre-gen and TTA is an ongoing campaign with only one switch of character thus far), I *love* how rolling randomly for skills gives interesting backgrounds to explain. Whether for PCs or slightly more detailed NPCs. I even have a table somewhere for randomly choosing Background skills with equal chance. Yes, if I need to 'direct' an NPC slightly (see an upcoming article in Freelance Traveller) I like using the 'make a roll but pick which Skill table after the roll' option, but generally random is fun and stops me getting in a rut or thinking 'well, skill X is in my experience a bit more useful than skill Y'.
Is there any gubbins in MGT, either 2e (or not 2e), about running
_active duty_ characters? If so, where?
Yes, it's in the Elements Class Cruisers boxed set, 'Naval Campaign Sourcebook'.
HTH
tc
-----
The Traveller Mailing List
Archives at http://archives.simplelists.com/tml
Report problems to xxxxxx@simplelists.com
To unsubscribe from this list please go to
http://archives.simplelists.com-----
The Traveller Mailing List
Archives at http://archives.simplelists.com/tml
Report problems to xxxxxx@simplelists.com
To unsubscribe from this list please go to
http://www.simplelists.com/confirm.php?u=RDHE7iRpfwqlHvVvWBIhpJZsbTiD5NnL