Tonight, well actually more like sometime in the morning
of tomorrow, I finally
finished the Character Generation document for my Star Trek campaign.
Step by
step character generation, with lots of tables and hopefully explicit
rules for
making a character that will reflect my concept of what a Star Trek
character
should be. So in this journal I want to go over some of the design
decisions
that went into making this 14-page document.
First off, once I saw the Icon System character generation system, I
saw that it
was elegant, simple, and rather boring. Yet another system that is
point based,
although with multiple templates to make it even easier to make
cookie-cutter
characters with some amount of individuality. I wanted a way to make
random
characters a la older games from my youth. With the Starfleet Academy
supplement
my idea was to have something more akin to the old Traveller, where you
can
build up your character through different tours in the military.
With these criteria in mind, my general outline is a seven-stage
system, in each
stage you get a few skills based on your specific circumstances. The
stages
being species, personality, early life, and four years of Academy
training.
The end result being that you have a character who will be
individualized
through the personality and Academy major skill selections, with
characters
being similar only if they have the same two personalities and same
major.
So stage 1 is choosing the species. For this I divided the 17 species
in the
main rules and Player's Guide into rare, uncommon, and common. The
goals were
to make any psionic species rare, since I don't want to deal with mind
powers,
as I believe they can be used to shortcut adventures too easily. The
Icon System
does make mind powers rather difficult to use, but I still don't like
them.
Unfortunately, Vulcans are in this category. The other objective was to
make
humans common but not predominant, so there is about a 1/3 chance of
rolling up
a human.
Stage 2 is to choose a personality archetype, which is composed of an
Aspect
and a Focus. What I did was to the five renown attributes of Agression,
Discipline, Initiative, Openness, and Skill and place each Aspect and
Focus
in one of them, keeping the distribution even. This makes some weird
placements,
but for the most part they fit. Then I rated each species on the five
renowns,
rating each at low, medium, or high. In general each species had two
high, one
medium, and two low renown, although there are exceptions. Humans are
medium
all around. Then in was a matter of creating six 2d6 tables for each
race and
placing the Aspects and Foci in the tables such that high personalities
are
easier to roll up than low ones. This took me a couple of days and is
vastly
reduced in my original scope where I wanted for each race one level of
tables
for the Aspect, and then a second level of tables for the Focus based
on the
Aspect rolled. Each Aspect and Focus gives a character a selection of
skills,
advantages and disadvantages to choose from, a few being chosen now.
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Stage 3 is early life history. Mostly how the character
was brought up. There
are seventeen which I once again divided into rare, uncommon, and
common. The
rolls aren't modified by species or personality, so it was easy to do
this part.
Stages 4 and 5 are similar. Stage 4 is Freshman year, where the
characters pick
four classes to learn basic skills from a common list. In Stage 5 they
pick four
more classes from a second common list. In each stage they also get a
few points
to buy more from the Aspect/Focus tables.
In Stage 6, Junior Year, the characters pick a major and take an
advanced class
package. There are only seven majors, rolled on a 2d6 table, modified
by the
Aspect/Focus of the character. Then they can roll a d6 on a table for
their
major to see what advanced program they took this year. Finally they
once again
get some more points for Aspect/Focus table options.
Finally, in Stage 7, the characters pick 4 skills from a list tailored
to their
major. This should give them the minimums to do their jobs for the
cadet cruise
once the campaign starts. A final round of Aspect/Focus table options
to round
out the character and they're ready to go.
I wanted characters with a wide range of low level skills. Achieved by
having
them pick from lists without being able to repeat skills taken. In each
list
you can't pick an option twice, so the only way to get a skill of 2 is
to pick
it from two different lists, of which there are some skills that you do
this.
Getting a skill of 3 is even harder, since I placed limits in each
stage of
how many skills you can voluntarily raise to level 2. You can't
voluntarily
raise a skill to level 3 unless a package makes you do it, which may
happen for
one or two characters. There are also limits on making your attributes
better.
The limits are slowly increased through each stage, since I'm expecting
to
run a few Academy adventures.
So in the end we have characters who are well rounded, at the beginning
of their
careers, capable of doing their jobs competently but not expertly, and
who have
skills and advantages reflective of their personality, which is
reflective of
their species. At least that's the goal, whether it actually works or
not, I'll
have to wait for the campaign to start.
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