The format given in TTB for character improvement represents a major effort of study, akin to a tech school education which assumes, rather than states, that the character is out of circulation for four years to devote themselves to study. For simple skill progression, that route is slow but steady and preserves game balance. Still, there are ways to model in-game growth and development of the character that does not require the long term hiatus. I am going to discuss Education, Contacts, Reputation and Grants.
Education
I mentioned in my
House Rules page that Education (EDU) is meant to model both formal
and informal schooling. That is to say, if there isn't a specific
skill to cover the situation, just about any knowledge task can
default to EDU. Any time a player has to determine if his character
knows some bit of in-universe information, roll 2D (or 3D) vs EDU,
and apply modifiers based on the obscurity of the information sought.
This is what real experience looks like. PC's know about more things than just the skills listed on the character sheet. If a PC has been visiting planet Snog regularly for years, he is more likely to know about the local flora, fauna and society than someone who is visiting Snog for the first time. Therefore, positive dm's to the regular visitor. This kind of in-game knowledge can benefit EDU, SOC, Admin, Broker, Streetwise, or any other socially-related skill rolls. Here are some other examples: a Police character could more easily detect a swindle or con, or tell how local law enforcement are likely to react to the PC's activities. A Merchant Captain would be in a better position to know the economic condition of a planet or region, a Navy Captain would know about Naval Base security protocols, or recognize the class of ship the scanners just detected.
Both the players and the referee should keep notes of the character's experiences and the types of information with which they come into contact. Anything could be useful again in the future, as the referee might employ them as plot points or hooks. The character sheet should have space on it to note the subjects with which the character is familiar.
There
are at least two ways in which a character can be said to be familiar
with a subject: background experience and current study. Background
experience comes from character generation & prior careers. Use
some common sense – what kinds of things would be likely
experiences for a person in the Navy or the Scouts? This gives the
players an opportunity to flesh out their character's back story –
what happened during their time in their prior career? Tell stories
about your character; anything that can be justified by story that
won't be a stealth skill-level or otherwise game unbalancing should
be allowed. A Navy veteran may have seen, served on or helped build
the latest TL-15 Imperial Battlecruiser, but that may not mean they
can scratch-build a Black Globe, or give them Naval Architect skill
(see Book 6).
While
short-term reading programs (what better way to spend a week in
jump-space?) will not lead to new skills or skill levels, studying a
topic “just in case” or out of curiosity can add to the list of
specific subjects known. The referee should set up some parameters
for how much time is needed to grasp the subject matter, and can
require some INT or EDU rolls to confirm that the character has
really gotten it down. This should lead to the referee and the
players doing some real-world research, and learning a few new things
themselves! Of course, the referee is always free to decree that the
character's information was wrong or out-of-date to keep things
surprising, but this should be rare, or the players will feel
cheated.
Another
advantage of this kind of detailed record keeping is that it gives
the game setting more detail and depth, which always makes it more
interesting to the players and the referee. A planet that has known
social oddities, animal life and even a planetary history is a far
more interesting setting for an adventure than a planet which is only
a string of digits in the UPP. (See my post on planet-building for
more on that topic).
Contacts
Characters
interact with others (NPC's) all the time. Most encounters are
routine and not memorable, but sometimes enough of an impression is
made that one party or the other will remember it. Any time a very
positive or very negative reaction is rolled on the reaction table,
the referee should take note; maybe that character will appear again
in another setting. Significant and powerful people with whom the
PC's interact could call on them again, or be called upon by them.
Referees should let the players predetermine a number of contacts from their prior career; the number could be based on number of terms or rank or SOC. You can leave contact 'slots' blank, but that leave open the possibility of the player inventing a contact on the fly to have someone to get them out of a tight spot. Of course, this can be turned into another adventure hook, as the contact will some day want a return of the favor.
Referees should let the players predetermine a number of contacts from their prior career; the number could be based on number of terms or rank or SOC. You can leave contact 'slots' blank, but that leave open the possibility of the player inventing a contact on the fly to have someone to get them out of a tight spot. Of course, this can be turned into another adventure hook, as the contact will some day want a return of the favor.
Social
Reputation
Your
players know that they've arrived when the President of planet
Eternia calls them up and asks them for their help. I've written
another post about social standing as a campaign theme, but even if the PC
are not actively social-climbing, there can be numerous social
benefits from successful adventuring. Public honors, awards,
buildings named after them can come from usually more honest
endeavors, and can result in an improved SOC, or more practically, a
reputation. Their names are out there, people (both private and
governmental) know who they are.
Being well-known is no guarantee of an improved SOC, a well-known criminal is still a criminal. Reputation can be both a good thing and a bad; a PC with a good reputation will get more job offers, and the 'man on the street' may react more favorably to them, but they may also have to deal with the likes of tabloid journalists, or the supporters of the other side of the PC's last conflict.
Being well-known is no guarantee of an improved SOC, a well-known criminal is still a criminal. Reputation can be both a good thing and a bad; a PC with a good reputation will get more job offers, and the 'man on the street' may react more favorably to them, but they may also have to deal with the likes of tabloid journalists, or the supporters of the other side of the PC's last conflict.
Grants
Money
is always a good reward for adventuring, but not if it just
accumulates as a number on the character sheet. The referee should
not just offer the characters money as reward for services; sometimes
the wealth should be in the form of something that can be used later
as a story device: real estate, vehicles/vessels or even shares in
the business the PC's have helped. There is an article in JTAS issue
#6 describing how to model a planetary stock market. If the PC's own
stock in a corporation, they will be interested in seeing that
corporation succeed. Maybe that means doing criminal stuff to their
competition, or defending the corporation from other criminals'
stuff. PC stockholders are motivated troubleshooters.
Not
everyone is going to be awarded a knighthood and a fief, but
governments or private entities can grant land. In the Social
Climbing post I mentioned some published articles that give
guidelines for property ownership. A landowner PC is now involved
with the culture of the world and its politics, and this opens a
whole new avenue of adventure possibilities, just as business
ownership does.
Lots
of players want their characters to buy a starship, and earning the
money for one can be a great campaign, but even being granted one
opens up all manner of new possibilities. Now that the PC's have one,
why should they not try to raise a whole fleet?
Real
estate ownership, starship possession and business investments create
associations with the planet from which the grants came, and make
them more real. A more developed setting is one that the players are
going to care more about, and this makes the story, and the whole
game more fun.
In
conclusion, people play Traveller to have fun, and have fun by
telling stories. The player's experience at playing the role,
combined with the character's in-game experience of the people,
places and things in the game world combine to reinforce the
storytelling. Meta-game processes like 'experience points' do not add
to either the players' or the characters' experience and can become a
distraction by making the accumulation of XP the goal instead of the
story.
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