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.