Traveller

Traveller Distinctives: Character Generation

traveller-distinctives:-character-generation

I’ve often mentioned a classic Traveller computer program that I first encountered years ago and that I use as a time waster. The program faithfully recreates the game’s character generation system and I’ve always found it a fun way to spend a few minutes. Of course, one of the reasons I find it so enjoyable is that, like Traveller‘s character generation system, it’s an exercise in risk management, luck, and ambition.

Where most roleplaying games treat character generation as a more-or-less straightforward process of choosing (or rolling) ability scores, picking a class/profession, and selecting skills or equipment, Traveller invites the player to step into the shoes of his character long before the campaign even begins. The character isn’t just a blank slate with a sword or a spellbook. He is a veteran of one of several possible interstellar institutions: a former Marine, a merchant officer, an “Other,” whatever that is, with a past. And that past is determined through a series of career terms, each one a gamble.

Do you reenlist for another four-year hitch in the Navy? Making Captain comes with a +1 SOC and those additional rolls on the skill tables are tempting. Plus, your mustering out benefits could use a boost. But there’s always the chance that this time, the dice won’t be so kind. You might fail your promotion roll. You might fail to get any useful skills, leaving you four years older with little to show for it. You might even die.

There it is. The most infamous and distinctive element of the design of classic Traveller:Ā your character can die during character generation. Even people who’ve never rolled up a Traveller character have heard the jokes. It’s a legendary bit of RPG lore, often recounted with equal parts amusement and awe – and for good reason. This single, brutal mechanic has played a big part in defining the game’s reputation for nearly half a century.

Of course, not everyone finds it funny. For many gamers, the idea of losing a character before the adventure even begins feels not just strange, but cruel. Why spend time building a character only to have him die on the metaphorical launchpad? But that very unpredictability, that razor’s edge between possible glory and oblivion, is what gives Traveller its edge. Character generation isn’t just prep; it’s your character’s first adventure. It’s a gamble, a dare, a high-stakes game of chicken with the dice. And that’s exactly why I love it.

You can muster out early with a safe, if unremarkable, character. Or you can go for one more term, hoping for that coveted rank, that ship benefit, that skill. But with each term comes a greater risk of injury, aging and, of course, death. And when you roll that fateful snake-eyes on the survival roll, even with the +2 DM for a high Endurance score, that’s it. You’re dead. Roll again.

Later versions of Traveller, beginning with MegaTraveller and continuing into Traveller: The New Era and the Mongoose editions, have sought to blunt the edges of this system. MegaTraveller, for example, included “brownie points” the player could use to influence dice rolls in his favor. Mongoose, following an option present even in the original rules, replaces death with injury or a mishap on a failed survival roll. These modifications are understandable from a certain perspective, but I think they miss the point entirely. The original system’s ruthlessness is not a flaw; it’s a feature.

In Traveller, your character doesn’t just have a backstory – he earns one. Every skill, every benefit, every rank is the product of risk. The characters who survive are often quirky, sometimes underpowered, occasionally broken, but they’re also often memorable and utterly unlike the kinds of characters I’d have chosen to make. The character generation system breeds an emergent narrative, where the highs and lows of the dice suggest a life of triumphs and setbacks, filled with enough hooks to seed a dozen adventures.

I also think this system encourages risk-taking even in players. They become gamblers, daredevils, and strategists, all before the campaign even starts. Each reenlistment roll, each attempt at promotion or benefit, becomes a choice weighed against the threat of death. Do you settle for a safe, mediocre career or roll the dice one more time for a shot at greatness? It trains players to think in terms of trade-offs and consequences, to live with the results of their choices, and to embrace uncertainty. In doing so, it sets the tone for the entire game.Ā Traveller is not about balanced builds or power fantasies; it’s about living by your wits in a vast, indifferent universe.

This, to me, is one of the glories of classic Traveller. It’sĀ a game that understands that sometimes, the most compelling stories are forged not in a carefully “balanced” system, but in the chaotic, glorious churn of a couple of six-sided dice.

That’s why I keep playing that little program and continue to find it so addictive. It’s also why, when I’ve refereed Traveller in the past, I’ve never considered eliminating the possibility of death from character generation. It’s not thatĀ I enjoy punishing players, but mostly because I think it’s fun. It’s a rite of passage, a crucible that produces not just numbers on a sheet, but living, breathing science fiction adventurers in the far future. To strip away that danger, that gamble, would be to rob Traveller of one of the things that makes it truly distinctive. Why would anyone ever want to do that?

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