This is for NPCs, right? In that case, I personally wouldn't bother with either the survival or re-enlistment rolls.
I would select the number of terms beforehand - (2d6 - 1d6), if <= 0 then = 2 gives a good spread of terms with a bias towards lower numbers, maximum 11 terms - higher than the 8 quoted elsewhere, but that's for PCs and this gives you an outside chance of generating an exceptional NPC - but it's entirely up to you how to do it.
Then, at the end of those terms, determine how they left the service - invalided out, dishonourable discharge/fired, involuntary honourable discharge/redundancy, voluntary honourable discharge/resigned with DMs for comissions, promotions etc. as you see fit.
My reasoning for this is: survival rolls - what's the point of generating an NPC you're never going to use, because they 'died' during generation? OK, you're only wasting a few hundred computer cycles, but even so...
And, as I see it, the re-enlistment roll's role is primarily to introduce some element of agency for the player. In pure CT, it's one of the very few decisions they get to make and the only one which introduces any kind of dilemma - should they just accept their character, or should they push for just one more term - and risk failing that survival roll - to try and get that skill they *really* want?
Anyway, that's just my thoughts. Feel free to use them or reject them with as much scorn as you like : -)
David Shaw
I'm writing a CT:Book-1 NPC generator program. I'm trying to figure
out how to automate the Reenlistment step: E.g.
- The services reenlistment throw is 5+ against 2D6;
- The automated roll is a 7 so the character can stay or go;
** My Questions:
* Have others considered this situation and if so what solution did they
come up with?
* If 5+ the right level or should it be something else?
--------------------------------------------------
** More Information:
I've implemented some possibly non-canon / optional rules:
- If the reenlistment throw is an unmodified 12 then the character
must do another term;
- If the reenlistment throw is an unmodified 2 then the character is
drummed out of the service or otherwise fired;
I want to create a throw that simulates the NPC's choice. I'm thinking that
the character will stay in the service on a _stay-or-go_ throw of 5+
with modifiers of:
* +1 if Commissioned this term;
* +1 if Promoted this term;
* Maybe -1 if not commissioned or promoted for 3 consequetive terms?
* Maybe -1 if the character was forced to stay in the service last
term?
* Maybe +(Rank - 1) // 2 -- `//` is python speak for round down)?
--------------------------------------------------
** Progress
For those interested in progress, my mechanism is largely done. I'm
missing:
- *Character Event logging*: I'd like to keep a log of when things
happened to the NPC so I can flesh out his back story. Being an NPC,
I can and will take any suggested backstory as just a suggestion.
- *Survival Throws*: Right now I'm ignoring this throw to debug but I
will add it shortly. I'm thinking four levels of option here:
* Ignore survival,
* Failed survival is a health crisis like aging,
* Failed survival means the character died,
* Missing survival by 1 (Throw is 5+ NPC gets an adjusted 4) means
life threatening injury.
- *Tables for CT:Book-1 and CT:CotI*
--
Chris
__o "All I was trying to do was get home from work."
_`\<,_ -Rosa Parks
___(*)/_(*)____.___o____..___..o...________ooO..._____________________
Christopher Sean Hilton [chris/at/vindaloo/dot/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=H87t22adToNV4xl9Px5FezeVzgYCXZC8