Showing posts with label traveller. Show all posts
Showing posts with label traveller. Show all posts

Thursday, July 23, 2026

Why I Embrace Random Character Creation in TTRPGs

The Adventures Of Superhero Girl by Faith Erin Hicks
"I didn't pick my superpowers, they picked me"
Careers have been made in the comic book industry by being able to dream up new and imaginative superheroes and villains, yet "point-build" roleplaying games expect players to do this - sometimes at a moment's notice - right there at the games table.

In this article about my general preference for random character generation, I have leaned into superhero RPGs for the most part as this is where I have largely encountered this issue.

The out-the-door epic scale of some comic book heroes, compared to the street-level 'normality' of others, also helps make my point about emulating genres, even if in an exaggerated manner. 

Sometimes a player will arrive with a preconceived idea for a character, but more often than not - especially if, for example, the players are not totally au fait with the superheroic oeuvre - there's be a lot of umming, ahhing and staring off into space before he or she cranks out a thinly veiled clone of an established, popular character.

This mental constipation can also lead to further frustration and ultimately taint a player's opinion of your campaign before the first adventure has even begun.

And this, for me, is what makes Villains & Vigilantes' random superpower generation system so wonderfully appealing.

Anyone can pick up their dice and within 20 minutes to half-an-hour have the outline of a unique character, ready to play.

It's quick and easy, but there also remains an element of choice - so the experience doesn't go to the other extreme and the player feels totally at the mercy of the gods of fate.

Under normal circumstances, that is playing the "rules as written" in the 2nd Edition Villains & Vigilantes of my youth, each player character gets 1d6+2 rolls across his choice of the five tables of superpowers (powers; devices; magic/psionic items; skills; and magic/psionics) plus a random drawback from the "weaknesses" table.

The player must discard one of his rolled powers and if he wants to drop his "weakness" he has to scrub off a second of his random powers.

Now, of course, the observant among you would have realised this can mean a character ending up with only a single superpower.

Back when we were running our superheroes as a play-by-(snail)-mail game at the dawn of time, we addressed this very issue in our introductory material:
"Whenever someone rolls up a character and then moans: 'But I only got one power! What use is flight?' ... stop and think. If you woke up one morning and suddenly found you could fly would your first reaction be: 'ohhh, boring, wish I could fire blasts of super-heated energy and fry people's skin off..."
You just have to look at classic TV shows like Heroes, No Ordinary Family or Misfits or the original X-Men comics to know that people with a single superpower can thrive in a superhero milieu if enough effort is invested by the writer/player into developing the character's personality and backstory.

On the other hand, game-wise, this striving for realism is often more an ideal than a true reflection of the game as it relies on the other players not having rolled up Superman, Dr Manhattan, or Captain Marvel.

Comic book superteams usually represent a broad spectrum of power levels, but there has to be some degree of compatibility and synergy between team members in a game - no one wants to be the Wonder Twin stuck back at Titans Tower, while the team are off facing Deathstroke or Brother Blood.

This, again, ultimately comes down to discussions between the player and the Gamesmaster.

If he genuinely believes his character is unplayable (or unable to gel comfortably with characters generated by the other players), it's quick and easy to start the random generation process again - rather than endure the mathematically complex juggling act of point balancing, min-maxing and optimisation that goes into "points-buy" character builds.

I've played several different supers systems over the years, but the most memorable characters I - and my peers - have created at the table have all come via the random generation process (e.g. my Acrobatic Flea, Steve's Silverfist, Pete's Hurricane & Brutus, and characters from other V&V games, such as Dave's Nightgaunt and Mark's Copernicus).

I guess my issue is with the idea of "wholly designed characters", and this pretty much applies to any genre, probably because I was introduced to gaming via "old school" Dungeons & Dragons and Traveller.

Both of these systems employed - very different, but no less inspirational - random character generations methods.

I really admire the random "story path" method of character creation in Traveller (yes, your character used to be able to die in the process and, no, they no longer can), but also the fantastic 'group' method of random character creation in Beyond The Wall & Other Adventures from Flatland Games.

This clever folk fantasy system sees your party creating its home village as part of the character creation process, as well as weaving meaningful connections between all the player-characters which, in turn, influence their starting statistics and abilities.

Meanwhile, I have friends who draw Tarot cards to stimulate ideas for their character's personalities and I don't see random generation as being any different.

When it comes to superheroes, all the major teams (such as Justice League, Avengers, Watchmen, Teen Titans etc) feature characters with a broad range of power 'levels' and abilities.

It's only certain structured teams - such as the Fantastic Four - who could be seen to have roughly equivalent power levels.

But the FF are the exception, not the rule, as this "style" of team also tends to share a common origin story as well.

Generally I find that point-buy systems, without a degree of randomness, don't gel for my tastes and style of gaming.

The whole idea of artificial balance is ridiculous and fails to simulate either 'real life' (whatever that means to you, of course, in the context of sci-fi, fantasy, and superpowers) or the comics, novels, films, TV shows etc that your games seek to emulate.

Let's strip this down to ridiculous basics: Players A and B each design 100 point characters; Player A just uses the 100 points and takes no weaknesses, but if Player B takes "heavy smoker" for a bonus of 10 points or "terminal illness" for 50 points, why should Player B's character then have more powers and abilities than Player A? It makes no sense.

I'm not saying character's shouldn't have weaknesses (in fact, as with V&V, I like the risk of random character weaknesses), I'm saying I don't see how the 'reward' for taking them in a point-buy system reflects any degree of verisimilitude.


[Footnote: I strongly recommend you check the highly entertaining Adventures Of Superhero Girl, from 2013, by the talented Faith Erin Hicks, for a wry take on the idea of superheroes with real lives. I can't praise it highly enough - just read and enjoy!].

Wednesday, April 8, 2026

FUNKY DICE FOR THE WIN!!!

My Sicherman dice
Today I acquired - courtesy of eBay - a pair of Sicherman dice.

At first glance you might think these are just ordinary six-siders... but notice the "8" on the left die and the two "2"s on different faces of the right hand die.

These are true math rocks. And, almost, totally pointless in a gaming situation. 

They only work as a pair (so I must be careful not to mix them up with my many, many other six-siders).

One die has faces numbered 1, 3, 4, 5, 6, 8 and the other is numbered 1, 2, 2, 3, 3, 4.

Invented by Colonel George Sicherman of Buffalo, New York, in 1978, these dice have exactly the same probability of generating each number between 2 and 12 as a normal pair of six-sided dice (e.g. one in 36 for a total of two; two in 36 for a total of three etc).

Sicherman dice are the only other design of a pair of six-sided dice that replicate the probabilities of 'normal dice' (while using positive numbers).

Except for doubles - you're screwed there as the probabilities are clearly not the same. 

So, what's the point of these dice? Who knows? It's just playing craps with probabilities, a mental exercise.

But they're funky dice I didn't have, so I had to add them to my ever-expanding dice pool.

I guess you could use them for Traveller (or any other 2d6 system where it's the total that counts, and doubles don't give you any bonuses).

I'm pretty sure it was the prodigious Simon Miles, of Dunromin University Press, who first introduced me to these special dice at some point last year, during a commentary on - surprisingly - RPG dice. But from the moment I saw the Sicherman dice, I knew I had to own a pair.

However, I fear this may have opened a fiery portal to the world of other obscure math rocks...

Thursday, January 15, 2026

THROWBACK THURSDAY: Nick's Traveller Campaign

Until the formation of the Tuesday Knights in 2008, our longest running campaign was Nick's Traveller game, which began when we were still in school.

It followed the intergalactic adventures of Jamus Dirkson (a suave, big game hunter, Roger Moore-wannabe and ladies' man, played by Steve), and his stunted, ne'er-do-well comrade, Marcus DeChambre (a psychotic, trigger-happy, bargain basement-Wolverine, mercenary/scout, played by me).

As much as I enjoyed the gun-fu, hack'n'slash of Marcus at the time, in retrospect I realised I role-played the character very poorly and Nick was extremely tolerant of my juvenile violence obsession - no matter how much it must have screwed with his carefully plotted adventures.

Pete made guest appearances every now and again - but always playing different characters as was his M.O. during that period.

This campaign ran for years and years and only came to an end because 'real life' got in the way and meant regular gaming meets were exiled to the waste bin of history.

After Dungeons & Dragons, Traveller was the first game system of any substance that I played regularly, thanks to Nick. I would hazard a guess that, with substantial breaks, this particular campaign ran for about a decade.

As a side-project Nick also invented the Grav-Ball boardgame (kinda American football in zero-G), which in later years of school became a mainstay of the after-school games club, when we created a league. I'm not sure if we ever finished a season of that, though!

Years before Eden Studios suggested framing games of their Buffy The Vampire Slayer RPG as a television show, Nick was presenting us with Traveller adventures as on-going seasons of futuristic vid-casts.

Back in 2007, Nick kindly unearthed his log of our various adventures over the years, with annotations where appropriate.

Season 1

  • 1. Loggerheads (an old Journal of The Travellers Aid Society adventure)
  • 2. Rumpus on Ranther
  • 3. Yo-ho-ho (river pirates in Apocalypse Now-style boats)
  • 4. Wheel of Fortune (the first appearance of the Corsair Casino, a popular haunt, and Grav-Ball)
  • 5. Hot Spot (archaeology in Vargr space...)
  • 6. March or Die (... results in 'volunteering' for the Vargr Alien Legion)
  • 7. Night-time on the Khanate (... from which I believe you ended up deserting!)

Season 2

  • 1. The Mission (captured by Claw, the Ho Chi Minh of Vargrdom)
  • 2. The Shooting Party (hob-nobbing with the local nobility)
  • 3. We're Leaving on a Jet Plane (making their getaway...)
  • 4. The Night After the Morning Before (... back to the casino)
  • 5. Age Concern (a spot of big-game hunting)
Season 3
  • 1. Unlucky for Some (fighting the Vargr invasion on an iceworld)
  • 2. Dirkson's Dogfight Demise
  • 3. Royal Dirk (in which Jamus becomes King of Andrex...)
  • 4. King Kang: The TV Movie (a diplomatic mission to a mad Vargr ruler, which also involved rescuing the Marquessa, Jamus' recurring romantic partner [although he had to keep dodging the Marquess] from the harem)
The Mini-Series
  • 1. Adventures in Baby-Sitting (a luxury liner - Pete was B'zarr, the head of security - escorting the Archduke's young niece and nephew home)
  • 2. Day of the Knight (a hijack attempt - well, there had to be really)
  • 3. Farewell to Arms, Hello New Order (the all-time quote of the game from Marcus de Chambre: 'I grab a beermat and rush into the toilet..' Dirkson is knighted on Deneb, Marcus deChambre gets proper bionic arms, aahhhh!)
  • 4. Dirkson's Dirk (into the desert; velociraptors are mentioned)
  • 5. Bungle in the Jungle (possibly some big game hunting to finish off?)
What I always loved about Traveller - besides the character generation system where you could kill off your creation before he'd even got to adventure - was the simplicity of the whole system, something sadly lacking in many of the modern inspired systems.

You had a handful of skills, rolled 2d6 for task resolution and your physical attributes were also your "hit points"... it really couldn't have been any easier.

My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc