Character creation: characteristics and skills Niels Kobschaetzki (29 Dec 2017 23:46 UTC)
Re: [TML] Character creation: characteristics and skills Evyn MacDude (30 Dec 2017 00:19 UTC)
Re: [TML] Character creation: characteristics and skills Niels Kobschaetzki (30 Dec 2017 07:01 UTC)
Re: [TML] Character creation: characteristics and skills Bruce Johnson (30 Dec 2017 05:14 UTC)
Re: [TML] Character creation: characteristics and skills Bruce Johnson (30 Dec 2017 06:26 UTC)
Re: [TML] Character creation: characteristics and skills Niels Kobschaetzki (30 Dec 2017 06:59 UTC)
Re: [TML] Character creation: characteristics and skills Thomas Jones-Low (30 Dec 2017 11:46 UTC)
Re: [TML] Character creation: characteristics and skills Rupert Boleyn (31 Dec 2017 00:05 UTC)

Re: [TML] Character creation: characteristics and skills Niels Kobschaetzki 30 Dec 2017 06:59 UTC

On 17/12/30 05:14, Bruce  Johnson wrote:
>
>> On Dec 29, 2017, at 4:46 PM, Niels Kobschaetzki <xxxxxx@kobschaetzki.net> wrote:
>>
>> Is there any character generation in Traveller (we play 2nd Edition
>> Mongoose) that allows this? Or at least some kind of modification that
>> bring characteristics and skills of some chosen profession closer
>> together? Maybe a character generation that isn't that randomized?
>
>Yes, but it’s deeply heretical.  “Let your players define who they are”.
>
>http://www.panix.com/~sos/rpg/slug.html
>
>This is a ROLE-playing game, not a RULE-playing game.
>
>If the rules get in the way of the object of the game, throw them out.

I know but rules are part of a system and depending on system and the
world one cannot go without the other. But it seems that in the case of
Traveller Uncharted Worlds might be a viable alternative.

<snip>

>But in short, let your players create their characters, not their character sheets; then you bring them into your story.

imho you need a lot of experience with a rule-system to do it that way
without throwing some kind of balancing completely over board.

Niels