What to do when we encounter a rule that does not 'work' for us?
Recently my older son was rolling up some Traveller characters using the MegaTraveller enhanced generation rules. I remembered that characters in the year-by-year process end up with a lot of skills. As I looked over the results, I mentioned to him that this one character violated the rule that limits total skill levels to the sum of INT & EDU. Needless to say, he was unhappy about this, as it required his character to shed seven skill levels.
Recently my older son was rolling up some Traveller characters using the MegaTraveller enhanced generation rules. I remembered that characters in the year-by-year process end up with a lot of skills. As I looked over the results, I mentioned to him that this one character violated the rule that limits total skill levels to the sum of INT & EDU. Needless to say, he was unhappy about this, as it required his character to shed seven skill levels.
Under basic CT character generation,
this is rarely a problem. After term 1 the average PC gains 2 skill
levels per term, and the skill limit for
average characters is 14. Unless the player goes for 6-8 terms they
will not run up against this limit. PCs with above average
mental stats have a higher limit, and three services have
mental stat improvements in the Personal Development table. All the
services have INT and EDU bonuses on the Mustering Out tables.
After a PC musters out of service, the
Experience rules for CT make it a simple and speedy matter to improve
EDU. Any player can take a year
and pump up EDU before pursuing skill increases by using the experience
rules.
The question my son asked is: why have
this rule? It is not often enforced because it often does not need enforcement. The Experience rules both support it and provide a way around it. I answered him that the rule exists for
play balance. That's what I really want to talk about here.
To build my case, allow me to use an
illustration. Dr. Peter Kreeft is a philosophy professor at Boston
College, and a noted Catholic thinker. He gave a lecture some years
ago defending the Church of Rome's insistence on an exclusively male priesthood. It is a good well reasoned lecture, and I mention it because part of his defense of the priesthood makes a good point that can apply to gaming as well.
Kreeft's point was this: If you are walking through a field
and you come upon a fence; and you don't know who put the fence there
or why, the really stupid thing to do is to tear the fence down. The
sensible thing to do is leave the fence in place, then go and find
out why it's there. The only people, he said, who have the right to
tear down the fence are the ones who understand why it is there. This is usually the people who put it there.
Rules in RPGs are fences- they
restrict, limit and shape the game. Many gamers
use 'house rules' to eliminate or modify a rule that they don't
like or find gets in the way, like the skill limit rule I mentioned
to my son. The board game Monopoly is almost as famous for its many
house rules as it is for its game play and long history.
Any
serious player of Monopoly will tell you that most house rules,
especially the 'free money on Free Parking' rule unbalances the game and
make it take longer to finish. You can win by-the-book Monopoly in
two hours. Cash injections make it more difficult to force opponents
into bankruptcy, which is how you win. Once I learned this, I
refused to play the game with house rules.
On blogs & forums
I have read experienced players criticize new players (newbies) for complaining about
rules that they do not like and wanting to change the rules. The criticism of this attitude centers on
the fact that the newbies don't understand why the rule is the way it
is. They also don't see the long-term effects of changing the
rule. In the real world, this is known as the Law of Unintended Consequences.
Another rule from CT which exists to
maintain play balance is the survival rule in character generation.
Every gamer knows, if they know nothing else about Classic Traveller,
that it is the game where your character can die before the game
begins. And jokes abound about this. Well yeah, it is true (see Omer
Joel's defense of Dying in Character Generation) but the jokers often
fail to grasp or even ask why the rule is there.
How does the skill limit rule keep
Traveller balanced?
When I say balanced, I mean balancing
competence and risk. Traveller's core dice mechanic is 'roll 2D6, add
modifiers and beat a target number'. It is simple and it works, but
the spread of result numbers on 2D6 is not very wide, so too many
modifiers can mean PCs are always successful. Automatic success means
no (or less) fun. There's no excitement as the dice rolling becomes
pro forma confirmation of an already known outcome. At the
other end of this problem, to compensate for high DMs, the referee
may set target numbers very high (11+, 13+, 15+) which make them
impossible for 'average' skilled characters. Automatic failure means
no (or less) fun.
The survival rule keeps skill levels at
that 'challenging but not impossible' range by discouraging players
from going for 8-10 terms to get super high skill levels. If a player
chooses to do this, they accept the risk of losing the character; or
having a very physically limited character courtesy of another
balancing rule, the aging rule. The skill maximum rules serves this
balance as well. It reflects a bit of reality, that one must be of
superior intelligence and education to have professional levels of
skill in multiple areas. A PC may have a skill-5 on his resume, but
it is probably at the cost of not having a wide pool of skill-1s.
As I explained while discussing Mr.Tukachevski, skill level one indicates employable competence in an
area, the equivalent of a trade school or military service school. It
is skill-0 that is the result of the weekend seminar or self-directed
reading course. Depending on the skill description, even one level of
skill can give a healthy bonus towards task success.
Classic Traveller is modeled on a body
of science fiction literature. This has been discussed in enough
places that I do not need to elaborate here. One of the things that
characterizes most of that literature is its very human scale. The
heroes and protagonists are intelligent, brave, talented and
resourceful, but they are still human. Three of these traits are in
the realms of the players, where they should be. They are not
superheroes or demi-gods. For the one, play any of the games based on DC
or Marvel comics, and for the other, play Dungeons & Dragons. I'm
not cracking on either of those genres, I have played both and
enjoyed them. I am saying that it is a part of the game's
setting for the PCs to be normal people. So Traveller PCs are human as well, even
when playing aliens. There is plenty of high
technology that can give PCs power, but that is balanced by the fact
that opponent NPC have the same access to technology. The way to deal
with TL-15 Marines wearing Battle Dress with Grav belts and Fusion
guns is to outwit or outmaneuver them, and that is also in the realm
of the players, where it should be.
Run. Just Run. |
Coming back around to rules we do not
like; if there is a rule in the books that is keeping you from doing
something you think would be cool, talk with the referee. Ask on a
forum or a blog why the rule is there, and what effects changing the
rule will have. Maybe you'll learn to accept the rule as it is, or
the consequences of changing it will be too much. If you still want
to change, and the referee is willing, work out a trade-off. Get
around the restrictive rule, but accept a penalty/restriction/loss
somewhere else. Also keep in mind that when you create a house rule,
you limit your ability to interact with players of that game in other
game groups or at conventions. For every rule break you want for your
PC, the referee can feel free to break that rule for NPCs – all of
them. You want your PC with average INT & EDU to have multiple
Skill-5s? Your opponents will probably become much more skilled in
response. Because a fun game is one where the players have to take
chances, use their wits and where the PCs have a chance of failure.
The potential for failure creates tension, and tension is dramatic.
It is what makes the achievement of a goal uncertain, and make the
goal's attainment so satisfying.
Happy gaming!