Traveller & Champions

I. Dear Reader,

What is your relationship with the characters you play in RPGs? What do you want it to be?

In Traveller (the classic version, I add, tipping my hat), you make a character through what is now called the “lifepath method”. That name is a bit misleading because in this game, it’s more of a career path. And maybe more specifically, your military career path. Traveller was a game of veterans and if you want to get complicated, that’s what we should talk about. But let’s keep it light and focus on this unassuming table:

Traveller's Prior Service table with columns for Navy, Marines, Army, Scouts, Merchants and Other. On the rows are Enlistment, Survival, Promotion, Reenlistment, etc. The data is all target numbers.

Now honestly, this table is iconic but I couldn’t make sense of it without having read the rules of the game (twice). But to put it simply, you’re rolling dice to see which branch of the intergalactic military you joined (either enlisting in your first choice or being drafted by whoever would be willing to take you). Then, you roll to see if you survive your first term, whether you become a commissioned officer, whether you get promoted, and whether you’re allowed to re-enlist for the next term or forced into an early retirement. If do re-enlist, you repeat the process till you retire or die.

Apart from picking your first choice (which you might not get), there are no decisions made in this process (don’t disagree yet!). You roll the dice and whatever happens to your character, happens. You just find out. You might die – and if you’re serving in the Scouts, it’s very likely you do – and you just have to start again with a new character. I think consensus is that this method can be surprising but detached.

Let’s talk about Champions. Traveller came out in 1977 and was revised constantly over the next decade. Champions came out in 1980 and is remembered by many as the classic superhero RPG. In 1984, we got Champions 3e which I understand is what cemented it as a landmark in RPG history.

In Champions, you build your character. You get skills (Security Systems, Swinging), Special Effects (Extra Limb, Mind Control), Advantages (Useable at Range), and Disadvantages (Unusual Looks). You pick your skills, spend power points to buy your powers, balance your advantages and disadvantages, and come out the other end – sometimes hours later – with your character. It’s fair to say that Champions is only decisions – it’s nothing but decisions. And that feels different. I think consensus is that this method has lots of strategy and self-expression but is very involved.

At first, it feels like these two games are on opposite ends of a spectrum. But actually, there’s a contradictory impulse in both of them. When you play Traveller, it’s a step-by-step process of discovery. You roll the dice and learn something about the character and then you immediately contextualize it. With every fact you learn, you spin the fiction. If you needed to roll a 7 to not die and you roll exactly a 7, you think, “Wow, they must’ve had a near-death experience. What could it be?”. And these are decisions. Big, important, affecting decisions. Often Traveller‘s lifepath doesn’t spit out a random character, it spits out someone that you’ve closely watched struggle and live for years before they come to you. If that doesn’t make you care about them, what is? At the same time, when you play Champions, you can build and tinker and strategize and eventually make somebody who you might not actually enjoy playing. Sometimes, you get caught up in the general aura of optimization and make somebody effective but that isn’t the same as somebody fun. Or you build them “wrong” and you get a character that is out-of-step with the rest of the group in power, which ends up annoying in other ways.

To zoom out a little, this spectrum of controlled character creation starts to look a little superficial. Reality is much more complicated. Random can become involved and self-expression can become detached. So then what about about these two different methods is actually the important part?

Secretly a history post,

Thomas


II. Media of the Week

  • On Youtube, Harmony Ginger talks to Keith Davis about what its like to play D&D in prison.
  • There’s a fun double-bill with Party of One presenting a slick actual play of the bleak comedy game, Desperation. Then, on Dice Exploder, the two players analyse the game’s core mechanic and discuss what they liked about it. I’d never played Desperation before but over the course of these two episodes I’m convinced that it’s dark, delightful design.

  • Thank you to new patron Keith and existing patrons, Lojaan, Cass, and Somanyrobots. You too can support this newsletter over on patreon!
  • If you’ve released a new game on itch.io this month, let me know through this form so I can potentially include it in the end of the month round-up.

III. Links of the Week

  • On the Elin Dalstål’s Bold and Vulnerable blog, a great post that outlines the entire idea of what it means to play boldly: “Challenge yourself. Go beyond your comfort zone. Decide to do something you are not sure you can actually pull off. Try something new. Let your character be made a fool, or be seduced by the enemy. Play boldly. Let yourself be vulnerable.”
  • Another great bit of analysis from Levi Kornelsen: the spectrum of proceduralization that game can have – with 0 being totally freeform and 8 being completely automated.
  • On the Teeth newsletter, a lovely essay about Feng Shui and blossoming possibilities: “Suddenly… I was up against a situation where, if I said “I shoot the guy,” my character would almost certainly miss. But if I said that they slid along a bartop blasting up bottles of vodka as improvised mid air incendiary devices, and then lit a half-chewed cigar on the smouldering corpses of my enemies, well, then that was almost certainly going to happen as described.”
  • In his newsletter, Quinn Murphy discusses why we want games to play fast: “Should we be rushing our conversations? I don’t think I’ve had a conversation I consider great where someone was looking repeatedly down at their watch.”
  • On Age of Ravens, an alternative for last week’s d100 city events table that is tailored for superhero games.
  • Uncanny Ramblings makes a list of popular OSR settings.
  • Unboxed Cereal writes about Japanese fantasy RPG, Sword World, and its uncanny parallels to D&D: “You don’t add your ability score to rolls, you add your Ability Modifier, which is exactly what you think it is. This is even funnier than having six stats—people would call you a liar right to your face if you claimed that you had a score/mod duality for any other reason than D&D-brain.”
  • Beau Rancourt does another exhaustive audit of a D&D adventure, Tower Silveraxe. One person’s nitpicking is another person’s attention to detail.

From the archive:


IV. Small Ads

All links in the newsletter are completely based on my own interest. But to help support my work, this section contains sponsored links and advertisements. If you’d like your products to appear here, read the submission form.

  • Kickstart Plasmodics: mutant freaks in the weird future today! In the remnants of the world, play in the smithereens, where (sorta) humans, (kinda) animals, (mostly) robots, and (definitely) aliens join hand-in-mutated-hand.
  • One of Us Will Die is an upcoming TTRPG in which one player is aware their character will die and everyone else needs to figure out who it is!
  • Miami 86 RPG is live and reached its goal in 40 minutes! The TTRPG inspired by Miami Vice, Scarface, and Vice City is live on Gamefound.

This newsletter is sponsored by the the wonderful Bundle of Holding.


Hello, dear readers. This newsletter is written by me, Thomas Manuel. If you’d like to support this newsletter, share it with a friend or buy one of my games from my itch store. If you’d like to say something to me, you can reply to this email or click below!

9 responses to “Traveller & Champions”

  1. Titus Romulus III Villanueva Avatar

    Thank you so much for advertising One of Us Will Die. That meant a lot to me. 😀

    Like

  2. rpmiller2k Avatar
    rpmiller2k

    If you produce a character you don’t like in Champions, then you are doing something very wrong, or you really don’t understand the system. The system is built to be the exact opposite of what you have written. I suspect that you may not have actually played the game, spoke to others that had bad experiences, or never had a proper GM. I’ve been playing it since the early 80s when I was in middle school, and have played every edition, mainly as the GM meaning I have literally made 100s of characters and played many genres from full superheroes, to fantasy, to western. Never once has anyone in my group played a character they didn’t like when they created it themselves. The whole point of the system is for you to work backward from concept to mechanics. I suspect that your experience or research was from the point of treating it like Traveller or other RPGs where you build a character from templates. That is not the Hero System.

    Like

    1. Daniel Avatar
      Daniel

      As a GM I have seen players build characters that are not fun to play all the time – usually because they build around optimizing and end up as one trick ponies, and that one thing quickly gets boring. This is for D&D 3 & 5e tho, I have not played Champions. Champions may be similar to PF2e where it is harder to create unfun or non-functional characters.

      I do feel like Tomas came down a bit too harshly on the controlled character creation tho. It is in no way inferior to random generation. They just give different experiences.

      Sometimes it is fun to be given a random character build and to “discover” the character within. It forces you to be creative, and can be surprising. Sometimes it is fun to have a great idea for a character and “discover” how to build that character using the games mechanics, which incidentally also forces you to be creative and can be surprising. Sometimes you want a mix.

      There are merits in both, each give a different experience, and neither is inherently better than the other (unless executed badly of course).

      Like

      1. rpmiller2k Avatar
        rpmiller2k

        I started my RPG with AD&D, and once I experienced the openness and flexibility of Champions, it was hard to go back, and then when they published Fantasy Hero, that was pretty much the end of me ever playing D&D again – I have played it several times since to try out the various editions, but I kept returning to Hero because with it I can literally build exactly the character I have in my head, or least the younger, inexperienced version that will grow into that character, depending on the points we are playing with.

        You bring up an excellent point though, Daniel, I have witnessed far more players complain about bad characters in D&D, and other class-based systems, far more often than in the generic systems like Hero, GURPS, Savage Worlds, etc.

        Liked by 1 person

      2. Thomas Manuel Avatar
        Thomas Manuel

        I totally understand where you’re coming from. But I would like to gently suggest that I said nothing critical about Champions or Hero system in my post. I was pointing out a certain contradiction in the promise of a particular type of character creation but I wasn’t trying to praise one game or condemn another. I fully take your point that in generic systems you start with a concept and then execute that concept but I was speaking from experience is with a lot of people who are new to games or don’t have system mastery prior to character creation.

        Like

  3. deathbyzamboni Avatar
    deathbyzamboni

    Thank you for writing about Champions! I played it from about 6th until 12th grade on and off. It blew my mind thanks to the customizability and how different it is from the required paths of AD&D. And I just love how when you get xp, you can apply it directly to increase abilities. I’ve managed to get a new campaign off the ground using the latest 6e rules—my players seem to be enjoying it even though I’m stumbling through the crunchiness of the rules.

    I think your comments about the dangers of the freedom of the rules overlook one key aspect of play. The players should always collaborate with the GM on their characters. This helps the GM to give them advice and input on all their decisions. It allows you to avoid creating broken characters—being underpowered or contradictory is not the only risk. PCs can also be OVERpowered if they are allowed to put too many points into a single attack. GMs are encouraged by the rules to put a maximum on points for a single ability in order to avoid that problem. That’s one example. The collaboration between GM and players is critical to create balanced characters. Just thought I’d toss that into your critique!

    Cheers, David Katzman

    Join one of my D&D campaigns! My books: A Greater Monster, The Kickstarter Letters & Death by Zamboni daviddavid.net My art store on Etsy

    Gold Medal for “Outstanding Book of the Year” in 2012 Independent Publisher Book Awards National Indie Excellence Book Award finalist A Greater Monster named a “Top 10 Book of 2012” by Common Ills blog Listed in “10 Hot Chicago Reads for Chilly Nights” on Refinery29.com

    Like

  4. beaurancourt Avatar

    Thanks for linking my article! The silveraxe audit took a while. The full process isn’t something I’d recommend for folks who want to prep a module for their home game (for that, I’d probably just rebalance treasure, ink out fluff, and back/forward link keys (when you read about a key, make sure that the lock it opens references where you can find it)).

    Instead, the real audience is folks who write their own modules and want them to be tighter on a technical writing level, or especially folks who edit other people’s modules and want to know what to look for.

    Like

    1. Thomas Manuel Avatar
      Thomas Manuel

      You’re doing some hardcore dev editing! It feels a bit like a teardown but honestly, people should be paying you to do that work.

      Like

      1. beaurancourt Avatar

        Thanks! I think the pressure of getting paid would make it unfun for me, but hopefully someone who does want to get paid for this sort of thing can use it as inspiration.

        And yeah, it’s… harsh. I try really hard to not criticize people, or attempt to make anyone feel bad, but I think there’s a distinct lack of people willing to point out when stuff just doesn’t work or is in the wrong direction. I’m not trying to ever sell anything and I’m not friends with any of these folks, so I feel like I’m in a really good position to do that as an outsider. I also attempt to be extremely constructive.

        As for the audit itself, I think it’s fun to look at the actual end-product: https://postimg.cc/mtvkc2vp/5ee415f6

        That’s a spread where I filled in some detail, nixed fluff, and displays my re-created map that makes it simple to know where the roads are, what the POIs are, and what the terrain type is.

        Like

Leave a comment