If do not know anything about Traveller game system, then this maybe for you. If you already know about skills based RPG systems/mechanics, feel free to ignore this post.
Traveller is a
skills-based game rather than a class-based game.
In a class-based game, you choose what your character is, such as a fighter, wizard, or rogue. That class determines most of your abilities and how they improve.
In Traveller, you decide what your character
knows how to do. Your character is defined by characteristics, skills, previous careers, contacts, equipment, and personal history. A career such as Navy, Scholar, Scout, or Marine is part of the character's background, not a class that restricts future actions.
For example, a former naval intelligence officer might have:
- Navigation and sensor skills from naval service
- Investigation and computer skills from intelligence work
- Archaeology and language skills from university
- Liaison skills from dealing with officials
- Some weapons training from military service
That character is not locked into being "the naval officer" or "the archaeologist." The character can contribute whenever that particular experience is relevant.
Skills normally have ratings. Broadly speaking:
- Skill 0 means trained and competent
- Skill 1 means professionally experienced
- Skill 2 means highly experienced
- Skill 3 or higher means a recognized expert
Most tasks are resolved by rolling
2D6 and applying the appropriate skill, characteristic, difficulty, and situational modifiers. Having the right knowledge, tools, preparation, and assistance can matter as much as the dice.
Traveller also has no conventional character levels. Characters do not suddenly gain more hit points and a package of new powers. Improvement is usually gradual and specific. A character may learn a new language, improve Archaeology, acquire specialized equipment, gain an important contact, or earn a reputation.
This makes teamwork about covering capabilities rather than filling mandatory classes. For our relic-hunting expedition, useful capabilities might include xenoarchaeology, artifact conservation, ancient languages, survival, medicine, investigation, electronics, sensors, diplomacy, security, and logistics. Characters can overlap, and that overlap is often valuable. David our GM gives a bonus to the roll when players work together on a task.
If the expedition charters a ship with an NPC crew, the player characters do not have to be the pilot, navigator, engineer, and steward. They can concentrate on being the expedition specialists: field scientists, researchers, conservators, investigators, diplomats, survival experts, or security personnel.
Traveller characters are usually capable adults rather than beginning heroes. They can also be injured or killed relatively easily, so planning, information, negotiation, and knowing when to withdraw are important. The game rewards solving the problem intelligently, not merely defeating every obstacle in combat.