Saturday, April 17, 2021

Almsgiving as Adventure: Charitable Work in Traveller

During this Lenten season (for the Orthodox Church, Pascha this year is on the 2nd of May) I have thought about giving & almsgiving. There are lots of references in the Scriptures to the importance of giving alms. Generosity is a Christian virtue, a way to live out the commandment to love your neighbor as yourself.

Traveller players get to set their own goals, how the PCs will make their mark on the galaxy. Common goals include military victories, building trade empires, amassing great wealth and seeing all the places you can go. Or murder-hoboing. I have a suggestion for a different sort of goal.

What about almsgiving as a campaign framework? Yes, Travellers can strike off large amounts of cash from the character sheets by fiat, or by purchasing new vehicles or starships. What I propose is a means of disposing of cash for a larger purpose.

Pick a charitable organization (see the list) and then go on adventures to raise money for that charity. Give away the profits. Make the success of the charitable organization (CO) the goal. The CO serves as the source or generator of adventures first by inspiring the PCs to make money. Second, the CO as an organization will need the PCs to protect and defend it from various sources of harm.

Referees can create evil empires, and dissolute Nobles, so why not earnest and hardworking people who care for their fellow man in one of these:

Charitable Organizations

  • orphanages – tending to the fatherless! This is commanded in the Scriptures.

  • monasteries (esp. ones that need life support equipment, or themselves do charity work)

  • homeless shelters

Wednesday, March 3, 2021

Another perspective on Not Using Experience Points in Traveller

 A perspective on Leveling ad Experience from the Tao of D&D

Over the decades, many folks within the RPG hobby have observed critically that Traveller is lacking for having no XP or advancement. This presumes that level-based games are the standard, and Traveller is the exception. No, it is another paradigm that has held up just as well. Traveller is only 3 years younger than D&D, and has survived and flourished along side it for four decades.

This criticism lacks force for two reasons. First of all, it does have Experience rules. Second of all, Traveller is not dependent upon Leveling up for rewarding game-play.

I quote here from the post referenced above although his main point is about something else. It is a good argument against D&D having levels. It also works as a defense of Traveller for not using a leveling system. This was also the first time I'd heard a fan of that game questioning the importance of the leveling system. Maybe there are others, I just haven't encountered them.

Begin quote, emphasis added:

This is my problem with circumventing rules about distribution or reward for the sake of 'fun' or ensuring that player entitlement to rise up a level every two or three sessions is ensured. It isn't a reward any more. It isn't even a measure of relative game play. After all, what if the characters never went up? What if the level was perpetually 5th, without any experience whatsoever? Would it mean there were no goals to fulfill? No achievements? No threat from battle? No reason to play?

Or is it possible, just possible, that we could all agree not to care about levels? Suppose the game simply had no sense of improvement, the players just acted upon their agency or in the stories the DM fabricated. . . would it be any less of a game?
. . .
Play as a 5th level forever or as a 15th level forever, the sense of overcoming obstacles, solving problems and achieving triumph would be the same, would it not?

What is it that makes the level matter?

Thursday, February 18, 2021

Forget Adventuring, Become a Broker!

 In the article High Finance by Terry McInnes from JTAS #13 

"After a character has reached his late 50's or early 60s - an age when rough and tumble adventuring loses its appeal, he may wish to . . . settle into the brokerage business. Cargo brokers help ship captains get increased prices for their goods and charge a percentage of the final price for their services. Brokers also arrange the sale of goods by planetside farmers and manufacturers to ship captains who invest in these cargoes for resale to another world."

Cargo Brokering. Wow. You can make an absurd amount of money with this little technique, all without the wear and tear of adventuring. I ran the numbers, keep reading and you'll see.

So you're sure this cargo isn't illegal on this world, right? Ohhh-kay.
The general process is this: the Referee determines the number of captains per week who may want to contract with the broker. This is presented in the article as always being a non-zero number. Perhaps this should be modified by the starport rating of the world the PC works from.

Friday, February 12, 2021

More on Skills - Steward Skill

Ah, the Steward. The Dump Stat of Traveller skills. Even less popular than Jack of All Trades. Why is this skill here? Here's the skill description from TTB:

The individual is experienced and capable in the care and feeding of passengers: the duties of the ship's steward.

The responsibility for the welfare of passengers aboard a starship falls on the ship's steward. Although anyone can be hired as a ships' steward, this skill represents training in the various duties necessary, and serves as an advantage when attempting to get such a job.

Referee: Steward skill represents a general awareness of cooking, personal care and attention, and other areas of experience which will make passengers and crew happy and content with their conditions of passage.


As given, this does not tell the player much about what the Steward lets you do, or how it can lead to adventures. But it can, and like every other skill, it should.

What does the Steward skill do? The Steward skill turns NPCs into revenue, or into adventures.