Like Dungeons & Dragons, Traveller assumes that a new character is generated through a series of dice rolls – 2d6 in this case rather than 3d6 – for each of his six characteristics (Strength, Dexterity, Endurance, Intelligence, Education, and Social Standing). The results are recorded, in order, on a character sheet. Book 1 of Traveller recognizes the possibility that these random rolls may result in "a character with seemingly unsatisfactory values." However, the text states that "nevertheless, each player should use his character as generated," since
The experience procedures and acquired skills table offer a genuine opportunity to enhance value, given only time and luck.
This is true. Most characters, over the course of the terms of service, will gain one or more bonuses to certain characteristics, which will raise them higher than the initially generated scores. However, the 1977 edition of Book 1 – and only this edition, so far as I can tell – does include an "escape hatch" for players who are still unhappy with the characteristics they've rolled.
Should a player consider his character to be so poor as to be beyond help, he should consider joining the accident-prone Scout Corps, with a subconscious view to suicide.
Considering the poor survival rate of Scout characters, I find this amusing.
The 1981 edition had a milder version: "Should a player truly consider the character so poor as to be beyond help, the low survival rate of the Scout Service may make it the best career choice."
ReplyDeleteThanks for that information. The Traveller Book, whose text is similar to the 1981 edition, does not include even that line.
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