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"Gaming character choices...the spaceship's crew" Topic


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28mmMan11 Oct 2011 12:07 p.m. PST

A handful of threads have reawakened my interest in the genre of Travelleresque gaming.

As such the classic and well debated topic of characters as crew comes to mind.

The foremost issue is the Captain.

1. Are you in favor of a player character owning and or being the Captain of the game focus spaceship?
yes
no

2. Does a strict active duty military structure appeal to your gaming sensibilities? As in a chain of command, following orders, uniforms, etc.
yes
no

Then we move into another common debate, which came first…the chicken or the egg…the ship or the gun? Meaning to say do you prefer missions and gaming routine to focus on a mission or combat?

3. Should the focus of characters be ship useful skills or combat skills?
career skills
combat skills

(and before the masses start throwing rocks…how many hardened marine/combat types do we see in the average space faring crew? Not the space marines of the aliens movie, they were not a crew they were a marine unit)

(Firefly/Serenity is an interesting one to consider as several of the crew are gun bunnies in some measure…two war heroes, a hired gun, and that's it…a pilot, a doctor, a mechanic, a courtesan, a priest (retired government specialist with an extreme code against killing)…what I have found is that most gamers want to be Jayne/hired gun with as much focused on combat to the point of having no value in any aspect other than combat…certainly most anyone should have some skill to survive combat in a game setting but what percentage, in a general sense, should the other crew members have in combat related skills?)

4. What percentage of skills should be combat related for career types that are not combat oriented? (doctor, medic, pilot, mechanic, logistics, chef, etc.)
less than 25%
50/50
greater than 50%

*****

Now of course the setting would reflect specific character generation but in the case of mirroring a favorite character for film, books, etc. which stereotype most appeals to you?

This may result in a couple military types, smuggler types, and maybe even a criminal type squeezed in the mix…but that is part of the fun of RPGing right?…playing the type of character that appeals to you.

5. Which of the classic small ship crew most speaks to you?

command (Capt or exec officer)
pilot
medical
ships service (admin, logistics, chef, etc.)
engineering
communications (linguistics, data, etc.)
passenger
prisoner (allows for criminal elements to fit in at face value)
security
marine
other

Surely some people will want to mix and match, exam: pilot/marine/medic, but let us focus on the element that got them on the crew manifest…what the character was brought on to do day to day. We all are made up of different values, more so with age/experience, and beyond that in regards to gaming characters.

28mmMan11 Oct 2011 12:13 p.m. PST

In a balanced crew type game, if I were seeking a comfort base with my experience then I would most likely choose a technical type…mechanic, engineer, etc.

I tend to prefer technical types with layers of experience…electronics, mechanical, robotics, fabrication, etc. rather than just focusing on one aspect.

I do tend to favor the job over the game…the character is hired to be a tech/mech not a gun bunny with tinkers or has one skill roll in troubleshooting.

haywire11 Oct 2011 12:31 p.m. PST

I generally like being the techie, but with some gun skill.

The problem is most games have to run into combat or you have that one player who forces combat to happen.

The last Traveller game we were in we were doing some pretty good trading from planet to planet. But it never failed, every planet the soldier character had to get into a gunfight.

Tom Reed11 Oct 2011 12:50 p.m. PST

yes
no
mission oriented
career skills
non-cambat types should have less than 25% combat skills
I tend to lean more towards a technical type with a few combat skills. One of the best games I was evern involved in I think we had several sessions with no combat at all, just personal interplay.

coryfromMissoula11 Oct 2011 1:00 p.m. PST

Having just run a short RPG in this vein(Firefly/Traveleresque)for the first time in years, I found myself asking the same questions as we prepare to reboot;

1) The issue of someone owning the ship makes sense from a narrative perspective, but doesn't always go so well in play. If the capatin is an NPC, the players feel led by the nose, if the captain is a player there is a lot of room to alienate the other players.

2) Nope, everyone wants a say in what happens and freedom to control how their PC acts. Military structures are usually to restrictive for most groups.

3) I prefer a balance slipping towards non combat, but it's an issue that varies based on the players.

4) Way less than 50% – more importantly there needs to be some balance that keeps combat focused characters from feeling that non combat skills are wasted. This is tricky, but in my last game I used a D20 modified rules set that gave a small combat bonus for about half of the non combat skills to encourage more versatile characters.

ETenebrisLux11 Oct 2011 1:32 p.m. PST

1) I've played this genre two ways, the classic "tramp ship" version, and the much larger cruiser ship version ala "Star Trek". In the small version, yes the captain as a PC. However in the large ship games, we liked the captain as an NPC best (however, during combat, one player would decide the captain's orders for him).

2) For small ships no never tried a military style, but for the large ships yes always military style (even had one player design up uniforms, and service badges for each trade, etc!).

3) For small ships everyone has to do everything, so career & combat. However for large ships, many times we had players run an NPC or 2 for various situations (ala Grogs from Ars Magica) – if you nee an anthropology expert you just added Lt.Smith to he party once again.. (worke well actually)… or extra Red Shirts if there was hostilities expected.
Much like Ars Magica, we let players basically have 2 characters, one for planet side, and on for ship combat, either character was their primary, and the other was their alternate – rarely was there ever a problem, as generally it was one situation or the other (planet side or ship activity), or they ran a fist full of coloruful NPCs for support (very fun, btw, esp once 1 npc got a reputation for getting drunk & lecherous, he got assigned to ever off ship trip, just to watch him get in trouble.. all PC driven, btw, not GM).

4) (for small ships obviously) It really depends on how much ship activity there is.. .if there is a lot, then they need to be 50/50, but if the ship is more of a plot device to move them between adventures, then career skills can slide to like 25% or even less.

5) Depends on the rules & the group. If its a fun group of actor-types, then heck being even Ship Services is a hoot for me. If its more serious, then I like engineering (but its hard for GM's to keep engineers entertained, without breaking important things constantly.. which is boring for the others). Medical is probably the best job, as they have lots of spare time, and are welcome to go on every outting. Piloting is only fun when there is combat or some serious maneuvers to do, otherwise, its pretty dull and ur trapped at ur desk a lot.
Like i said, its fun if NPCs hold a lot of jobs, and the PC's other character steps in when its "important" (ala Star Trek fer sure I guess… )

Knockman11 Oct 2011 3:03 p.m. PST

Ooh done so much Traveller, where to start??

Recent adventure I've started – the crew have a ship, but it's owned by an Imperial Agency, so they get to use it but don't own it themselves, and all the players got pre-generated characters which I 'tweaked' a little to match the players' nuances – e.g., gunbunny, techie, curious investigator type, quirky player…. In nearly all cases, it's actually worked out fine.

As they all started off as contractors to the Imperial Agency, I limited the combat skills to 25 to 30%. But I did give them all specific roles – ship's boat pilot, mission doctor, engineer, etc.,. Again this has worked, with them all knowing there's the ability for all to cross-train to then deputise for each others roles. That helps reflect/reward them playing as a tight team who all know each other.

Lion in the Stars11 Oct 2011 4:53 p.m. PST

The problem with a player owning the ship is that makes them the captain. By definition, the captain is THE final word on the ship. You're going to end up with some level of chain of command, whether your ship is military or civilian (see Mal versus Jayne).

I've played a couple pilots, and it's really hard to get both the captain and the pilot off the ship at the same time. After all, someone is supposed to be taking care of the ship.

With a military crew, I would expect a higher number of combat skills for EVERYONE. Everyone goes through basic training, and even Navy basic training includes some firearms training today. Civilian crew, not so much.

NO-ONE should play the ship's services person. Everybody cleans and does their own laundry. Cooking and admin are collateral duties, not primary.

28mmMan11 Oct 2011 5:14 p.m. PST

Good stuff!

1. Are you in favor of a player character owning and or being the Captain of the game focus spaceship?

no…one player owning or being captain can lead to serious animosity…but I do like the idea of the crew being responsible in equal measure…that way if the group votes on a daily leadership/manager then the are all still vested and have a vote on the serious issues that are not routine.

*****

2. Does a strict active duty military structure appeal to your gaming sensibilities? As in a chain of command, following orders, uniforms, etc.

yes…I am career (21yrs) military, so while I may not be a flag waving fan I am respectful of the value of chain of command, structure, and formal routine.

*****

3. Should the focus of characters be ship useful skills or combat skills?

career skills…I served with USMC, USCG, and Homeland Def…we all were trained to use 45cal/9mm and M16A()…in the US Marine Corps we received extra hand to hand, bayonet, etc. and in my case I specialized in mortars but I was a technician in each circumstance since. I would say that in my 100% of skills and training set over 21yrs I would have less than 10% in combat…and I have more than most. An infantry marine with 21yrs would have a different profile of course. But I can easily shoot a rifle/pistol with reasonable expectation of success. And I am no player character.

*****

4. What percentage of skills should be combat related for career types that are not combat oriented? (doctor, medic, pilot, mechanic, logistics, chef, etc.)

less than 25%

*****

5. Which of the classic small ship crew most speaks to you?

engineering…some technical career as a primary then maybe something odd for a secondary, like artist/chef/etc.

Farstar12 Oct 2011 4:49 p.m. PST

some technical career as a primary then maybe something odd for a secondary, like artist/chef/etc.

While it may go back as far as sailing ships, the idea that every crewmember has a hobby that maintains sanity, skill, and the occasional bit of side cash was specifically brought to SF trade ships by Andre Norton's "Solar Queen" books.

infojunky12 Oct 2011 5:10 p.m. PST

Well I am playing the ship's Space Monkey in our current game…. But we all are crooks and pirates so I foresee many hi-jinks. Though to be honest low comedy seems to be the central theme of Traveller around here.

In a older game the players where much more militaristic, so uniforms of a kind where procured for the crew of the Privateer…. Though to be honest in that game I played the ship's agent/intelligence officer, who didn't wear a uniform very often….

As for skills it generally runs in a split between ship skills and career/combat skills. Really it generally breaks down to a third each in ship/career/combat skills with ship and career sliding back and forth depending on the position.

The Monkey "owns" the ship in share with the rest of the PCs. Otto the intelligence officer has his own small "Trader"

28mmMan12 Oct 2011 6:10 p.m. PST

Farstar my first science fiction/fantasy novel I read was Sargasso of Space and I had the luck of my local librarian being related to Andre Norton…I got to meet her over Christmas break 1979.

Perfect example of crew with unique other skills and interests…artists, collectors, etc.

28mmMan12 Oct 2011 6:29 p.m. PST

Space Monkey…that funky monkey

picture

picture

picture

picture

picture

picture

picture


Flash Gibbon

picture

*****

Being a space monkey would be hilarious…but I would need/want a gimmick…like speaks all languages but no one knows it, only the one that he lets onto each time.

28mmMan12 Oct 2011 7:51 p.m. PST

picture

Just saying…

infojunky13 Oct 2011 5:14 p.m. PST

Actually it came from a Fight Club reference that I Used on my son after shaving his head one time that stuck…

I tend to play odd characters where smart is the asset.

28mmMan13 Oct 2011 6:43 p.m. PST

"I tend to play odd characters"

Yep, this.

I am the type who will eagerly accept (well actually beg if need be) for being a mutant even if nothing is gained…just to look weird :)

Even if it is reasonable mutant natures like pink eye albino or the like would be welcome.

Blue skin would be fun…not the Na'vi of Avatar, though I am sure being a 12' tough cat person would be sought by gun bunnies everywhere :) (I would welcome the opportunity to play a Navi type but I would play it through with the whole worship and nature edge, needing a hydroponics area on the ship to stay sane, a tracker/hunter type…not all decked ot in armor, high tech weapons, etc.) I was thinking Bolian or Andorian blue…and weird forehead and/or antenna (or ooooo both!) lol.

picture

picture

It's how I roll.

But that is all superficial, the careers I tend to lean towards are the odd yet useful/viable support…technician, medic/doctor, science officer, cargo master, etc.

Anyone can point a gun…it takes real skill to poison the crew and have all the shares…uh did I say that out loud?…

Zardoz14 Oct 2011 7:07 a.m. PST

OK here goes;
1. Yes, but only if a player wants to take on that role.
2. No, definitely not.
3. Neither. The players should focus on characterisation. Combat and carreer skills are merely aspects of task resolution. they are necessary and the focus on which is more important between the two will depend on the type of game being played.
4. Up to the players.
5. Well, my personal choice as a player would be 'other'. A secret nemesis who might fit any of the roles described.

Ian

28mmMan14 Oct 2011 11:06 a.m. PST

"3. Neither. The players should focus on characterisation. Combat and carreer skills are merely aspects of task resolution. they are necessary and the focus on which is more important between the two will depend on the type of game being played"

…indeed…

"5. Well, my personal choice as a player would be 'other'. A secret nemesis who might fit any of the roles described"

…ah the ol' mole' routine…I have welcomed this many times…good times good times…

*****

Favorite "secret ID" template…the subtle assassin…usually masked/altered to look old/retired age, acts weak or broken (lame leg, limb, bad back, etc.), but has a certain skill that has soft value like science, technical, medical, chef, etc…takes contracts that fit into the current adventure/campaign…usually a slow acting poison via food, massage oil, habit routine (pen biting etc.), etc.

But I never took a contract on a player character…even to the point of revealing my ID, after leaving the ship…getting a quick face lift/change…and come back as a walk on character at the next port/job.

But…in all honesty…the GM did request that I (the hidden assassin character) "reduce" the aggressive nature of one of the player characters due to the player being a bully to the other players…so the character got sick and couldn't be the gun totting killer…the player opted to retire the character…the GM offered a less gun related job billet and everyone was happy more or less…us more and him less, but he was an ass so I just sat back and watched the drama unfold…

28mmMan14 Oct 2011 11:13 a.m. PST

Anyone opted to play the ship's complementary robot/droid as a character?

Perhaps one that was restricted/managed by the three laws of robotics?

1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.

2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.

3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws.

billthecat14 Oct 2011 11:34 a.m. PST

1) either way, 2) no, 3) 50/50, 4)25% or less (but probably more for pilots, depending on how hard it is to fly a ship--can any slob learn like in most sci-fi/space opera?), 5) other.
As far as robots go, the idea is rather silly for all but the most over the top space opera (starwars/ startrek? etc…) IMHO…
Remember, the PCs ARE an unusural group of blood thirsty psychotic mercs that end up doing the dirty jobs that almost nobody else will, and EXPECT to be involved in combat all the time. Give 'em what they want, thats what I say… but the body count will be high.

28mmMan14 Oct 2011 11:50 a.m. PST

"Remember, the PCs ARE an unusual group of blood thirsty psychotic mercs that end up doing the dirty jobs that almost nobody else will, and EXPECT to be involved in combat all the time. Give 'em what they want, thats what I say… but the body count will be high"

Yikes…is this your experience because this is the direction the players like it or the general direction of the games?

I have seen this behavior in at least one within a regular group of players…that bully type (usually the Napoleon issue due to being weak/impotent in real life :) that beats his chest and wants to kill first, take their stuff, repeat…

Do you find that most gaming groups follow the blood thirsty psychotics template?

(I figure you were turning a phrase…but thought I would ask)

billthecat14 Oct 2011 1:32 p.m. PST

I can't speak for the masses, only the groups I have GM'ed. Certainly a slight exaggeration, but not too far off the mark. Which is to say, not so much psychotic, but certainly bloodthirsty. And these are great guys to play with, no drama, no juvenille nonsense, and they do often seek non-combat solutions to problems.Still, here is the crux of the matter:
Lets face it, a game without SOME combat is boring, and even though other neat things happen (being a role playing game), the players and GM both know that at some point there is going to be the need for some serious firepower… and everybody enjoys it, I must say! Instead of trying to justify this atypical lifestyle within the context of normal social activity in the game universe, one can simply shrug and say, "hey, these guys are doing the kind of stuff that tends to create that kind of behavior…" Characters that get shot at all the time will inevitably start to carry around guns and armor and behave in certain ways…but that's okay, because nobody wants to play a game about accountants or middle-managers, etc, etc…
Once again, there is no 'bullying' or inappropriate character behavior, its just that the characters spend a lot of time on the fringes of known space dealing with bloodthirsty aliens and ancient evils… The players know walking into the game that a ship full of mild mannered scientists isn't going to last long… (and they love it, of course)… hence the unusural array of combat skills and prepardness in most groups of characters (in any RPG setting) (and hence my 50/50 response, above, etc…)
Not ALL combat, then, but a good shade more than most respectable crews would expect to encounter… Heh!

billthecat14 Oct 2011 1:42 p.m. PST

Let me just reiterate: these players are mature, well behaved, and wonderful people. They just enjoy a combat heavy game (PCs getting invloved in firefights anywhere between two to twelve times a week is really a rather violent lifestyle, even for crews "living on the edge")…
Generally there was one character who was a completle non-combat type, and I tried to make sure that these characters did not get shot at too much… Only once was the ship's doctor gunned down, and the player took it very well, after all, what can you expect if you travel the universe with a bunch of han-solos and boba-fetts?

ROUWetPatchBehindTheSofa14 Oct 2011 2:48 p.m. PST

1. Setting dependent, really.
2. It always tended to go a bit anarchist militia in the end, but ultimately it depends on your players – most role players of my acquaintance tend to be a little on individualistic side.
3. Certainly playing original Trav back in the day there were a lot of us with gun skills and precious little else. Though combat tended to result as much from the plot as from player incompetence.
4. Campaign/setting dependent again – generally as a GM I like PC's to have a passing shot at doing the most important stuff themselves (all groups I've played with have been pretty self balancing in that respect).
5. Typical crew always seems to gravitate towards the stereotype in most of the games I've played – though Traveller tended to be more militaristic. But I guess if your running a ship your pretty much always going to end up with the pilot, engineer, 'security', doctor combo. The only time I've played with a non-standard crew was when it included an amnesic alien that possessed peoples bodies (as in Fallen). The other deviation that comes to mind was a game of the Aliens RPG, when the players were a colonial marine platoon.

As for the ship's doctor getting gunned down – not going to happen when he has heavy weapon 4, but that was random character generation for you.

infojunky16 Oct 2011 11:35 p.m. PST

Our current crew is 2 pirates, a scout, a merchant, a smuggler, a scientist and a experimental AI who might have psionic circuitry. Recently we had to play "not-it" for the role of "Captain" for a face to deal with officials. About half the crew has a Soc of 5 or under.

Our first act as a crew was to chase down our "Patron" who tried to poison us while leaving us in a "wanted" ship by the systems local Authorities…. The ship he left for was internally spattered with blood and gore. Something had gone horrible awry there. After a quick negotiation with said Authorities we ended up in "possession" of a ship with a dubious background and no papers.

With all that the crew agrees that making cash is our primary goal.

28mmMan17 Oct 2011 1:42 p.m. PST

That does sound like fun.

I want to join up!

How about a 13yr old kid that is a stowaway…not found until lift off.

*****

Not really a kid…a mutant. Ages normally inside but the outside is measured in 3:1yrs…he is 39yrs old.

Rogue makes sense…play acting as a kid is the routine, false IDs, scams, disguises, voice mimicry, hacking, etc. all that sort of stuff a guy like this would need to live…a handful of adopted/sponsor parents/guardians (real people who think he is visiting relatives, going to school, traveling abroad, etc.)…stolen identities used to shuffle credits and credentials.

High IQ and specialized skills would make an interesting character.

*****

The story is that he was being held for ransom by those thugs, his family would have paid but they were killed in retaliation…or so he heard the gunmen say…if he can get home then he could pay the crew for taking him there.

And he has exceptional culinary skills…so ship's cook?

*****

…if trace poisons were to make it into the meals…and said poisons required daily antidotes…special antidotes…

Just saying…

infojunky18 Oct 2011 1:12 a.m. PST

Well how close are y'all to the SF Bay?

As the Game is is the last in a line of Traveller gaming that goes back 20 years…

Don't get me started about the Aslan Sushi Chef, he was very territorial about his kitchen.

28mmMan18 Oct 2011 12:50 p.m. PST

"Well how close are y'all to the SF Bay?"

Relatively close…Corpus Christi TX…only about 1900mi give or take 50mi…one way.

I am sad.

Maybe I could play along via online connection?

Yeah that's the ticket!

*****

I had a character that was an Aslan pygmy, 5'…from a secluded jungle colony.

He ended up being a safari scout with a specialty of photography, exotic flora/fauna collection, and became a well known finder for the exclusive alien pet market.

The character was born an albino and he constantly colored his fur to match the environment of where he was working…quite sensitive of being an albino he never told anyone.

Fun character.

The rest of the primary PC crew were scouts, retired military/hunters, and merchants.

We ended up being stranded on a fringe jungle planet…playing another group of friends/relatives we investigated and rescued ourselves.

:)

The good ol' days.

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