Wednesday, February 4, 2026

#CharacterCreationChallenge: Hot Wash #2

 


TardisCaptain's Blog of Holding, instigator of the #CharacterCreationChallenge, since this isn't his first rodeo, has a nice recap of the challenge listing each system he used and the character created, with links to those pages. I thought that was great, to see all the systems plus all the character names.

Day 1: 1st Edition AD&D: Arnon Obend, 1st Level Paladin. Gallant of Pelor

Day 2: Aftermath!: Artimus Smith 17 year old born post-apocalypse 

Day 3: SPIs Universe: Kleton Bavlander, Explorer

Day 4: 1st Edition Gamma World: Gurt Mobass 3 meter tall Humanoid mutant

Day 5: Star Frontiers: Zmat Drangian, a Yaziarian agent of the United Planetary Federation

Day 6: Classic Traveller Book 1 Navy: Ex-Imperial Navy LCDR Clinok (Nok) Bartholomew, Pilot

Day 7: Classic Traveller Book 1 Merchant: 7 Term Retired Merchant 3rd Officer Mikel Lancelles Jamison

Day 8: Classic Traveller Book 1 Scout: Joe Average, but with a Type S Scout Ship

Day 9: Classic Traveller Book 1 Army: MacIntosh (Mac) Blarney. Ex Army LtCol. 30 years old

Day 10: Dragonbane: Wolfbite Lunariem, Wolfkin Hunter

Day 11: D&D BECMI: Vasen 'Vase' Polnifil, Lawful Halfling, Master of the Short Bow

Day 12: Classic Traveller Book 1 Marine: ex-Marine CAPT Michef 'MJ' Jalson

Day 13: Classic Traveller Book 4 Marine: Ex-Marine Sergeant Major Mortimer 'MoFo' Fodan

Day 14: Classic Traveller Book 5 High Guard: Ex-Navy Chief Petty Officer Nathen Hapsberg

Day 15: Classic Traveller Book 1 Other: Tomsar 'Tooms' Lanthden (BS Interstellar Finance)

Day 16: Classic Traveller Book 1 - Another Other: Frankis Malnott, the Getaway Driver

Day 17: 2nd Edition Call of Cthulhu: Carl Franklin, semi-famous tabloid Journalist

Day 18: Aftermath! Round Two: Carton Smith, age 36

Day 19: CyberPunk Red: Hobson Ambrose, a Mauri-descended Solo Level 4

Day 20: Classic Traveller RAW: Bruce Filbert, ex-Merchant 4th Officer Steward

Day 21: Thousand Suns: Markon Vassim, Myrmidom Clade, 32 year old ex-Marine, Novice Colonist

Day 22: Top Secret S.I.: Mateo Delgado

Day 23: Top Secret S.I. - Redux: Mateo Delgado revised

Day 24: 1st Edition Gamma World: Kona Moea, 30 year old mutant of the aftermath

Day 25: Star Frontiers: Momen Vasilikous, Dralasite

Day 26: 2nd Edition AD&D: Lykris Newlim Half Elf Fighter/Magic-User

Day 27: Shadowdark: Deeg, the 1st Level Shadowdark Goblin Thief

Day 28: Aftermath!:  Me!

Day 29: Classic Traveller Book 5 High Guard: Me! in Traveller

Day 30: Classic Traveller Book 1 Scout: ex-Scout Maden 'Mads' Sontrome, owner of Type S Scout/Courier LS1-4H7-1V8 "Reliable Bet" (credit to Douglas Flewelling)

Day 31: Classic Traveller Book 1 Army: Bryne 'BOM' O'Malley, ex-Army LTCOL

Bonus #1: Classic Traveller - Supplement 4 Citizens of the Imperium: Arkim Montayo, 34 year old ex-Air Force helicopter and grav vehicle pilot

Bonus #2: Classic Traveller Book 6 Scouts: Stephin Baccino, 30 years old, ex-Scout (Commo)

So you meet in a tavern....

 


So there are ongoing discussions everywhere about how to start a D&D campaign. The common trope is 'you meet in a tavern': the characters all randomly show up in the same tavern, meet, start drinking and telling tales, and decide to 'adventure together'. Or something like that. 

Everyone complains about it. I've never worried about, because I think everyone just wants to get going on the adventures, they know they are going to be in a group, so who cares - let's get going. But I understand they complaints to some degree. The DM strives so hard to create a coherent world and setting, tying adventures together, trying to be immersive. But right at the beginning you have to ignore the hand wave. 

As I was crafting my Greyhawk campaign (started in the Great Kingdom, but then moved to Nyrond, pre-war) I kept mulling the starting point over to try and solve the 'meet in a tavern' problem. I didn't want to railroad the party, either together or on adventure paths. I wanted there to be a common basis for their gathering and their adventuring.  I also am trying to craft a more political campaign, something beyond just dungeon crawls.

What I came up with was the stealing the patron from Traveller. But how to get all characters to gather to the same Patron? Then it hit me, how does each character get to 1st level? They have to have some type of mentor. What if they all had the same mentor?

So I created Mo, the half elf fighter/magic user/thief. He is level 3-5 in each class, and is an ally of Crown Prince Lynwerd. Prince Lynwerd is loyal to his father King Archbold, but can see that his father is losing his touch and not up to the coming fight with the Great Kingdom. So he is working now to build allies in the various principalities of Nyrond and the surrounds, as well as building a network of capable folks to seek out magic and relics to assist them.

Mo job is to travel the lands and find promising adventuring types, train them up, and set them out onto the lands. Mo will wander into a village as retired adventurer, just seeking calmer waters. He will spend some time getting to know folks, and find the one or two that show promise in any of his classes. He will then start to train them. He ends up spending about a month in a village before moving on, slowly growing a cadre of 1st level characters that are nominally loyal to him.

He gives each character a magic necklace, and tells them when it activates to use it to guide them to a meeting place where he will meet them to give them more information. This is presented to each character separately in their home villages. He tells them they will recognize like minded friends by the necklace, that they can trust them, and his information will be for them all.

So this gets all the characters from various villages, backgrounds, and classes to one place, expecting to meet other. And they've also been 'indoctrinated' into Mo's plans, to some degree. He has sussed out their loyalty to the crown, and promotes they're missions just as 'service to the crown'. He doesn't want to broadcast that he is working for Prince Lynwerd, to keep his network underground to some degree.

I was debating whether to have Mo not make the meeting, and have the characters decide between going to look for him or go on the mission he was providing them with. His mission would actually be a general tasking, and they would have to find more information to determine a 'target', and they could come across information directing them to three different areas. One of which could be containing Mo! Lots of opportunities.

I'm proud of this setup, and having multiple starting missions available leaves it to the players. Which means they will probably pick number 4: None of the above.


Sunday, February 1, 2026

Bonus Character #2: Book 6 Scouts

 


Stephin Baccino, 68ABA5, a smart and educated guy was looking for something a little more in life. The Scout recruiter caught his ear and, as recruiters do, spun a wonderful story of exploration and adventure. "Enlist NOW, 70% of Field billets are in Survey or Exploration! Explore new worlds, immerse yourself in new cultures, see the Imperium and beyond!". 

So Stephin signed.

Communications Office. Yep, the 30% found him. 

Well, at least there is still a chance for the Imperial Courier Service branch, and something more exciting than X-Boat tenders.

After one year of Initial Training for his Pilot rating, Stephin was off on his adventure. His first duty assignment was standard courier duties on a Type S. Not too bad to be on a small crew for standard detached duties. Stephen applied himself more at the downports than enroute, but was having fun (Gambling - 1). The next assignment was a Mission, on which Stephin was training in Communications.
His final duty assignment in his initial term was Training, and he was selected for a special Field Training School, where he learned Survey skills and techniques, along with getting his Air/Raft qualification.

Stephin was having fun, learning new things, and seeing different systems. He reenlisted with no problem, as he was just the type of smart, independent thinker the Scouts were looking for in the Field.

His second term started out quiet, with routine missions that did not stretch his abilities. But the next assignment was a Special Mission on which he spent most of his time planet-side on a survey team, where he learned to handle horse-like domesticate beasts and also qualified with a service rifle. The next two years were routine missions, and Stephin used the jump times to take advantage of Scout-offered education courses (+1 EDU). 68ABB5.

Stephin reenlisted for one more 4 year term, then he was going to head out on his own. While the hands-free oversight of the Scout life was great, in the end they were still telling you where to go and when. Stephin had seen too many interesting things that called out to him for further exploration, that he felt he needed to get out and get exploring before age started to catch up with him too much.

The first assignment was more routine missions with his standard crew, which while enjoyable left Stephin hoping for more excitement. He wondered who he pissed off in the Bureaucracy when he was yanked into a Commo mission on an X-Boat tender. He took advantage though and finally got his Vacc Suit paperwork routed properly (how had that slipped through all these years??). By now Stephin had a few connections, and after calling in some favors, pulled a classified special mission assignment. It was out on the Fringe, and Stephin got his Navigation qual on the multiple jumps. All he say about the rest of the mission is he learned how outworld bureaucracies truly work (Bribery - 1). The 'payback' for those favors was to fill a routine slot after the outworld fun, which Stephin had no problem with doing. Why risk your life right before you're getting out? Well, he didn't risk his life if you don't count STDs and bar fights (Carousing - 1).

So after 12 fun years, 30 year old Stephin mustered out. Dreams of a Scout Ship of his own were quickly dashed, but he was rewarded for his faithful and diligent service with 100,000 credits, his service rifle, and a ceremonial blade from one of the planets he visited.

Stephin Baccino, 30 years old, ex-Scout (Commo)

68ABB5

Pilot - 1
Navigation -1 
Commo - 1
Vacc Suit - 1
Survey - 1
Air/Raft - 1
Rifle - 1
Carousing - 1
Gambling -1 
Bribery -1
Equestrian - 1

100,000 Cr, rifle, Blade

Mea Culpa

 I was reading Book 6 Scouts more thoroughly in preparation of rolling one up to make up for missing that during the challenge, and read the passage about 'officers' (Bureaucracy Office in the Scouts) can only be promoted Once Per Term. I looked back at Books 4 and 5 and found the same thing. Oops.

I had been rolling every assignment regardless whether if enlisted or not. I love extra Mustering out benefits!

I'll have to be sure to abide by that rule in the future, and next years Character Creation Challenge.

Saturday, January 31, 2026

Random Gygaxian #1

 


My intro to RPGs was AD&D 1st Edition. As soon as I could I bought the Players Handbook, the DMG, and the Monster Manual. But it was always the DMG that had a spell on me (no pun intended). From the cover art, to the densely worded pages, it seemed to contain so much cool information. I read alot of it (far from most of it I will admit), but the biggest thrill was looking at warships and the fortress construction costs. I dreamed of getting to that point, but never did.

The other thing about the DMG was the crash course introduction to Gygaxian Prose, or High Gygaxian as it's been called. His writing style was amplified by the two column layout of 8 (smaller?) point font. This thing was packed with words! Yes, yes it was. But that layout and style made it difficult to easily (or quickly!) parsed out the rule details one needed. 

I was the forever DM because I would take the time to read the rules and figure them out. My main playing buddy Craig did not have the patience for that, and was content for me to be the DM and educate him in the rules. He would skim them over and have a basic understanding at least, but I would have to run things. That worked, and we played alot, and a few different games besides D&D (Traveller, Aftermath!, Gamma World, Twilight 2000, Top Secret, even Bushido I think).

So that is all a rather long introduction to a recurring feature idea I had, to select a random paragraph from the DMG, to share and discuss the Gygaxian it contained, and parse out what it was actually trying to say. 

So here we go. I'm only dealing with the first 120 pages, because the treasure tables called for those long descriptions, plus the appendices and tables would be no fun either.

Page 86, GAINING EXPERIENCE LEVELS. Eleven paragraphs, almost the entire page, discussing the finer details of gaining experience levels. The first paragraph has the first Gygax warning: UPWARD PROGRESS IS NEVER AUTOMATIC (all caps in the original). The remaining paragraphs go one to explain how it is automatic, it will just take longer to train for the next level if the DM has judged you the player as having not played your character well to type (class). The DM is to rate each character after each adventure from Excellent to Poor. A poor rating should be given to 'cautious' characters that do not pull their weight.

Of course Gary created a formula form the ratings that determines the number of weeks of training required to gain the next level. Down to the decimal 'because each .145 equals a game day'. Poorer performance will require longer to train (have to remind that character how to act properly in that class!). 

If you are below the 'named level' of your class you only have to train with someone of your class that is at least one level higher. Well, that is not clearly stated but inferred by the sentence 'Training under a higher level character applies only to characters who are below the "name", or nominal upper level, of their class and profession." So even with eleven paragraphs dedicated to explaining the gaining of experience levels, the critical point for beginning characters is not clearly stated.

Training will cost 1,500 gp per week per (current) level of the trainee. Above the named level, you self train, but are still assessed a cost for various things depending on your class (vestments, largess, tithes, equipment, etc).

So Gary set up a system where treasure is experience points, and so you need alot of it, but then had to have ways to remove said treasure from the characters lest they spend it on something they want or need. Training.

Reading this makes me wonder if Gary wasn't ever in the Air Force. The Air Force is very proscriptive in what their pilots can do (that which is not explicitly allowed is forbidden). I was a Navy pilot, and the Navy operates more independently. Our mantra was 'that which is not explicitly prohibited is allowed. 

The ending paragraph is a litany of prescriptions: 
  • All training/study is recorded in game time.
  • The period must be uninterrupted and continuous.
  • He/she cannot engage in adventuring, travel, magic research of any nature ...
  • If there is a serious hiatus .. lose all of the benefits of the time spent prior..
  • Under no circumstances can a character gain additional experience points by any means until he or she actually acquires the higher level
Look, I get it, what Gary was trying to do. He was trying to define everything, explicitly, every case, so that there was ONE way to play D&D. A '"universe" into which similar campaigns and parallel worlds can be placed.'

But in the end, what GM rated their players? At best it was assumed you played your character correctly per class, so you had one week of training to level up, at 1500gp times your current level. It was always an option to make finding the required instructor a bit of a quest. But at lower levels it shouldn't be that hard to find a 2nd or 4th level of just about any class. 

So maybe no great High Gygaxian prose in this section, but plenty of directions and proscriptives. And you can definitely get the feeling of DM vs players, keeping the players 'in check'. I always wonder if this was just Gary, or if it evolved as his DM style because of his players? From Blackmoor and early Greyhawk, it seems the players were always trying to see what kind of crazy stuff they could do, really testing the boundaries of the game and systems. Maybe from the wargame history of us vs them, and someone has to 'win'.

The way we played, and the way I think the game has evolved, is the DM wants the players to have fun. And leveling up is a main source of the fun in D&D - more HP, new spells, new abilities. So there isn't much impetous to restrict leveling up - actually the opposite, with the creation of milestone experience points, or even milestone leveling up! 

I personally prefer the slog of gaining experience points, so you never really know when you will be leveling up. That makes it more exciting and satisfying when it finally does happen. Even just making second level is an achievement!


Bonus Character #1: Citizens of the Imperium

 


This is one of the Citizens of the Imperium I rolled up but didn't post with the challenge.

Arkim Montayo. 4BAC36. A brilliant guy, ultra marathon runner, who just plain didn't like school. All he wanted to do was run. When he showed up at all, he would soak things up but then not do any homework and purposefully flunk the tests. Ended up dropping out and working odd jobs, but soon got tired of the 'just making ends meet' lifestyle. He had no urge to bust out into the universe, so he enlisted in the System Air Force.

Despite his lack of formal education, he easily passed the entrance tests. He easily passed and survived basic (Vacc Suit - 1, Survival - 1) and advanced training and his first tour. He selected Grav Vehicles out of basic for his primary flight position (Air Craft: Grav/Air Raft - 1). But he continued his slacker ways, and did not make any friends with leadership. So there was no promotion, and he barely made reenlistment.

With 4 years of maturity, and recognizing he was pissing away this chosen path which could be good to him, he started to buckle down and change his ways. He was more attentive and applied himself to studies, and was rewarded with position of Pilot, followed soon by a promotion to Flight Leader. Maybe Arkim had found his home at last. He hit the gym, since he wasn't running nearly as much as he would like, and increased his strength, which helped when pulling Gs. He also got advance quals in Vacc Suit and some combat training with an SMG as part of an advanced survival course. Despite his hard work and efforts this tour, he was barely retained for reenlistment.

His third tour was step back. He was assigned one staff position after another, and did not receive a promotion. His positive attitude began to crumble, and he spent more and more time at back alley poker tables losing his money (Gambling -1). He decided he give it one more tour, and if things didn't turn around he was punching out. 

His fourth tour started out well, with an opportunity to cross train in helicopters (Aircraft - Helicopter - 1). But he was assigned to a logistics unit and spent the next 3 years flying personnel and supplies to research stations. The constant flying kept him out of the gym and he lost the small bit of strength he had added in previous years. No promotion sealed the deal for him, and he departed with some skills, but about the same attitude he had coming in. His severance was 15,000 Cr and a middle passage - a pittance for 16 years of service. But his record did positively reflect the training he had received (2 x EDU +1).

Arkim Montayo, 34 year old ex-Air Force helicopter and grav vehicle pilot.
15,000CR, Middle Passage

4BAC56

Air Craft - Air/Raft - 1
Air Craft - Helicopter - 1
Vacc Suit - 2
Survival -1 
SMG - 1
Gambling - 1

Character Creation Challenge Hot Wash


I did it! I managed to create and post a character every day in the month of January. I have to say I'm proud of myself, as it did become a true 'challenge' as the month wore on. Work and family time, and then having to make the time to create a character, added up to long days. An added level of difficulty was creating characters with systems I have never played, and had not studied the rules before creating the character. So it was learn as I go.

But that was one of the best aspects of the month, was getting into systems that I either had form my youth but never played, or have picked up in the last few years (or months even!) and haven't played. It made me want to play them all that much more!

Looking back at my first post where I listed all the games I wanted to build in, I did very well there too. I built in everything I listed except four: 5E D&D, original Top Secret, Traveller Book 6 Scouts, and Traveller Supp 4 Citizens of the Imperium. I wasn't sure why I listed original Top Secret, but checking my PDFs now I see I have the original in there. I'm disappointed I do a Book 6 Scouts. I think I'll have to do that today. I did do a couple of Citizens of the Imperium, but I think I held them for emergencies and never came back to them. I rolled characters and took notes in a spiral notebook, so once I turned the page they went down the memory hole. I'll probably post them just for fun too.

I didn't do 5E because I'm just not a fan of it, too much min/maxing right from the get go from what I remember when I was studying up on it a couple of years ago. I would have had to work through alot of refresher to build a character. I did add one system that was not on my list, Thousand Suns. So of the 19 systems I listed, I built in 15 of them, and with Thousand Suns built in a total of 16 systems.

Here's the final stats:

Classic (Book 1) Traveller: 10
Aftermath!: 3
Classic Traveller (High Guard Book 5): 2
Gamma World 1E: 2
Star Frontiers: 2
Top Secret S.I.: 2
AD&D 1E: 1
AD&D 2E: 1
BECMI: 1
Dragonbane: 1
Universe: 1
Call of Cthulhu 1E: 1
Classic Traveller (Mercenary Book 4): 1
CyberPunk Red: 1
Shadowdark: 1
Thousand Suns: 1 (bonus system)
Original Top Secret: 0
Classic Traveller (Scouts Book 6): 0
Classic Traveller (Citizens of the Imperium Supplement 4): 0 (2 built put not posted)
D&D 5E: 0

So not too surprising to me. I had no plans or schedule, I just built what I felt like each day. Traveller Book 1 is familiar, fast, and builds a story so it's alot of fun. It is explicitly one of the 'games within the game' of Traveller.

Aftermath! being my acknowledged favorite RPG in my youth, it's no surprise I did multiple characters there. Gamma World was fast and fun also with the mutations.

I really want to do more in Universe, Dragonbane, and Thousand Suns to explore and learn those systems some more.  And maybe an Original Top Secret to compare to SI.

So this was fun and a great learning experience for systems I wasn't familiar with.