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Traveller's Aid Society (Q&A/OOC)

Posted by StarMasterFor group 0
StarMaster
GM, 4 posts
Mon 4 Aug 2014
at 16:46
  • msg #1

Traveller's Aid Society (Q&A)

If you have any questions or comments that might be of interest to everyone, this is the place to post them.

If you feel it would be better dealt with in private, then use a PM.
Anachronist
player, 3 posts
Mon 4 Aug 2014
at 21:52
  • msg #2

Re: Traveller's Aid Society (Q&A)

Hey guys, looking forward to playing with you all.

Storyteller, would you prefer that we try to build characters as a group?  or would you prefer we build them individually without worrying about cohesiveness/skill distribution?
gillisle02
player, 5 posts
Mon 4 Aug 2014
at 21:54
  • msg #3

Re: Traveller's Aid Society (Q&A)

Good question, I echo that.
StarMaster
GM, 10 posts
Tue 5 Aug 2014
at 01:14
  • msg #4

Re: Traveller's Aid Society (Q&A)

I think I'd rather characters are generated separately, just to see how it goes.

I prefer to give players free reign, and then tailor the game to the characters, rather than the other way around.
Anachronist
player, 4 posts
Tue 5 Aug 2014
at 01:22
  • msg #5

Re: Traveller's Aid Society (Q&A)

Sounds good
gygax101
player, 2 posts
Tue 5 Aug 2014
at 18:00
  • msg #6

Re: Traveller's Aid Society (Q&A)

I think that we need to try to keep a "balanced" party in mind, with at least the basics...2 spacecraft types (Pilot/Engineer/etc), 2 combat types (Marine/Army/etc)and 3+ others... maybe a spy type, a people's person, a noble, and the JoT guy....

I volunteer as the noble (dilettante).

Thoughts?
Ixal
player, 2 posts
Tue 5 Aug 2014
at 18:06
  • msg #7

Re: Traveller's Aid Society (Q&A)

I just want to say hi to everyone.
Lets have a great and enjoyable game.

About my character, I follow StarMasters idea and let myself be surprised how the groups look. I think we will have enough chance to smooth out any imbalances with the campaign package.
phorcys
player, 1 post
Tue 5 Aug 2014
at 18:16
  • msg #8

Re: Traveller's Aid Society (Q&A)

Just a hello, myself.  I'll be working on a character this evening, but wanted to say "hi".
StarMaster
GM, 25 posts
Tue 5 Aug 2014
at 18:52
  • msg #9

Re: Traveller's Aid Society (Q&A)

And keep in mind that there will be a 'group package' once all the character's meet that they can they choose a skill from to 'fill in the gaps'.

Also, the Connections link could give you a missing skill.
Quinzella
player, 9 posts
Tue 5 Aug 2014
at 18:53
  • msg #10

Re: Traveller's Aid Society (Q&A)

Good news, I understood half of that!!
phorcys
player, 2 posts
Tue 5 Aug 2014
at 18:57
  • msg #11

Re: Traveller's Aid Society (Q&A)

I'm aiming my character at Corporate Agent to begin, then following the dice from there.  I'm wondering whether I'll end up young or old, but *might* be able to fill in the role of spy, depending.
This message was last edited by the player at 18:57, Tue 05 Aug 2014.
Ixal
player, 3 posts
Tue 5 Aug 2014
at 19:01
  • msg #12

Re: Traveller's Aid Society (Q&A)

Do people know of some good character sheet pdfs?

Currently I use Santys Traveller
https://docs.google.com/file/d...rktSJdEhqTDh3c0Z2Yzg
StarMaster
GM, 26 posts
Tue 5 Aug 2014
at 19:04
  • msg #13

Re: Traveller's Aid Society (Q&A)

Hahaha. Yeah, even as I was pressing the Post Message button, I wondered if I'd need to explain those a little more.

Although there are a few 'group packages' suggested in the book, I can make up one that suits the group more. The way that works is that there are usually a number of skills offered, and each player chooses one that he feels would be useful for his character. Once choosen, however, that skill is now off the table for the rest of the group. I can set up a thread where you can discuss who will take which skill, so it's not any kind of 'first-come, first-served' kind of situation.

I'm still pondering how many skills I should offer. Of course, it'll depend on how many players I wind up with.


The other option is Connections. Once every has generated their character, you can then try to make connections with each other's background. Suppose, for instance, that two of you were in the Marines at the same time. You both agree to make that a connection with the other character, and then you can exchange skills. So if you wind up without Stealth but want it, you essentially learn it from the other character... i.e. 'We were on an infiltration mission together.'

Hope that makes it clearer.
phorcys
player, 3 posts
Tue 5 Aug 2014
at 19:05
  • msg #14

Re: Traveller's Aid Society (Q&A)

Oh, a couple of questions, mighty StarMaster.
- Have you collected the Central Supply Catalog and/or cybernetics?
- Are the various supplements available during character creation or ought we stick to just the core rulebook?

One thing I found with my previous group is that Mongoose Traveller easily allows the party to work around skill limitations with computers and cyberware.  It *may* even do better CyberPunk than CyberPunk.

Thanks!
phorcys
player, 4 posts
Tue 5 Aug 2014
at 19:06
  • msg #15

Re: Traveller's Aid Society (Q&A)

Connections!  These can make the game! :)
StarMaster
GM, 27 posts
Tue 5 Aug 2014
at 19:09
  • msg #16

Re: Traveller's Aid Society (Q&A)

Not sure how useful a character sheet will be. Obviously, if you want to fill one out and print it so that you have it for quick-and-easy reference when you post, that's fine.

On-line, however, it'll just be your UPP, a brief description of your character, a list of skills, and equipment. The character sheet has way too much wasted space to make it useful on-line tool.

I'll see what the site has to offer, and then probably make one up on my own.


Nope, don't have CSC yet. Probably next week (payday and all that).


Yes, supplements are usable during CharaGen.
gygax101
player, 4 posts
Tue 5 Aug 2014
at 19:21
  • msg #17

Re: Traveller's Aid Society (Q&A)

phorcys:
Oh, a couple of questions, mighty StarMaster.
- Have you collected the Central Supply Catalog and/or cybernetics?
- Are the various supplements available during character creation or ought we stick to just the core rulebook?

One thing I found with my previous group is that Mongoose Traveller easily allows the party to work around skill limitations with computers and cyberware.  It *may* even do better CyberPunk than CyberPunk.

Thanks!

I agree about the computers/software/cybernetics...with the right tech and money.
Ixal
player, 5 posts
Tue 5 Aug 2014
at 19:44
  • msg #18

Re: Traveller's Aid Society (Q&A)

StarMaster:
Not sure how useful a character sheet will be. Obviously, if you want to fill one out and print it so that you have it for quick-and-easy reference when you post, that's fine.


I mainly use it to quickly write down stuff during character generation.

Well, Initial generation finished, now on to careers. Wish me luck that I qualify. I am kinda scared to press the roll button.

Edit: Made it (right on target)!
And that was the closest I have ever gotten to getting a relationship during character creation.
This message was last edited by the player at 20:27, Tue 05 Aug 2014.
gygax101
player, 5 posts
Tue 5 Aug 2014
at 23:20
  • msg #19

Re: Traveller's Aid Society (Q&A)

Do you have a hopeless character clause, as in, if 1/2 your stat rolls are at a -1 DM?
 4,9,5,8,4,7
This message was last edited by the player at 23:55, Tue 05 Aug 2014.
Walter Zeller
player, 5 posts
Wed 6 Aug 2014
at 00:57
  • msg #20

Re: Traveller's Aid Society (Q&A)

I will second that 2 5's and a 3. I would like to keep the 10 and 9. Maybe a reroll on the 3
gygax101
player, 7 posts
Wed 6 Aug 2014
at 01:01
  • msg #21

Re: Traveller's Aid Society (Q&A)

Must be a cursed stats dice-rolling...
Ixal
player, 9 posts
Wed 6 Aug 2014
at 01:05
  • msg #22

Re: Traveller's Aid Society (Q&A)

I had rather good rolls (in a sense that I made several hard key rolls). My stats are in my opinion a bit above average and skills are, like always, all over the place (No skill above 1).

I just botched my last Term spectacularly. Luckily I have enough money to pay the medical bills.
This message was last edited by the player at 01:05, Wed 06 Aug 2014.
Ixal
player, 10 posts
Wed 6 Aug 2014
at 18:01
  • msg #23

Re: Traveller's Aid Society (Q&A)

One question, how will we handle our spaceship and ship shares?
phorcys
player, 9 posts
Wed 6 Aug 2014
at 18:11
  • msg #24

Re: Traveller's Aid Society (Q&A)

I thought it might be interesting to see if we could use those as a way to connect the PCs with each other.

Do we think we'll have the skills to pilot and maintain a ship?  Do we have enough broker/persuade/diplomat/admin to keep a business venture in the black?  Or, will we fall into piracy and smuggling as an easy way to make money, getting on the wrong side of the law, and subsequently meet a bad end?

If we do, who owns the rest of our ship?
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