For my latest RPG campaign,
Wives and Sweethearts,
I've been trying something a little different, making extensive use of
the rules from GURPS Social Engineering: Back to School.
This was more or less by accident. My original plan, which I
mentioned back in June of last year, was to have the player characters
as the senior officers aboard a warship in a troupe-style game: i.e.
they'd also have other characters available, and one wouldn't expect
all of them to be played at once. This is a sort of anti-Star Trek
in concept: if the ship's exec goes ashore on a diplomatic visit, he's
going to be accompanied not by the entire bridge crew but by a junior
lieutenant and a couple of Marines – played by the other players,
whose more senior characters stay on the ship.
Which was fine, but one of my primary inspirations for this was John
Winton's series of books about the Royal Navy, and that (combined with
the release of Back to School) gave me the idea to start with naval
training. Not in the full troupe game, of course, but with one
character each, starting their professional lives with some general
idea of who they were but definitely with more talents (broad areas of
competence) than skills (specific training).
Then I added seven NPC fellow cadets, because they pretty much all
have to show up at once at the start of the course. At this point they
mostly had about one personality trait each: the guy who likes getting
into fistfights, the granddaughter of a great naval heroine who's
expected to live up to the Family Name, the mad Finn, or "velcro wall
girl", who made extensive use of that facility in the bar on the last
night before heading up the beanstalk. Then as things went along they
grew a bit: Velcro Wall Girl, for example, later turned out to have a
knack for computers and electronic warfare, and suffered a major
crisis of confidence after a training accident, from which she only
really recovered when she made some crucial discoveries regarding
software sabotage on a solar yacht during the cadet cruise. And she
did eventually buy off the Compulsive Carousing, though she later
developed Connoisseur (Local Spirits).
Because life at Naval College in peacetime should be relatively
uneventful, I had three-month-long slices of training in between the
actual game sessions (during which the "adventures" happened, like a
rough terrain exercise across the surface of the Moon, and incidents
on the cadet cruise). Intensive Training causes penalties if done too
often, so alternating months between Standard and Intensive seemed
sensible, especially as this allows some hours of time off for
developing personal rather than professional skills. Various successes
and failures on the training rolls gave me different combinations of
characters having difficulties at different stages of the course,
allowing for mutual assistance, NPCs out of action following training
accidents, and so on.
More unrealistically, I allowed each training slice to be taken for
whatever skills off the approved list the players wanted, as long as
they had at least one point in everything on the list by the end of
the course. They also got bonus points from the actual game sessions,
and the opportunity to pick up more by taking disadvantages,
specifically Sense of Duty (Royal Navy) and Code of Honour
(Soldier's); it didn't seem fair to charge lots of training hours for
these traits, even though time is spent trying to inculcate them.
One of the standard elements of this sort of story is people washing
out of training, and I had my eye on some of the NPCs for that, but it
didn't happen; some of them came close to chucking it in, but they
were all capable of passing the course and motivated in their various
ways to put in the work to make sure they did. (It's a world where
basic subsistance is free to pretty much everyone, so nobody joins the
Navy, or does anything else, just to have enough to eat; they have
reasons.)
So after five sessions, we have characters who've grown from a
starting 100 to roughly 150 points, with all the basic skills needed
for the job, and with memories of training that will last them the
rest of their careers: in the future when they run into Commander
Fleming the EW officer, or Lieutenant-Commander Quaid the gunfire
liaison officer, or Crash Piper the Scourge of the Spaceways (a
natural helmsman who's not quite as lucky as he thinks he is),
they'll have some idea of what they were like Back in the Day.
The next step was initial assignments, and here I resorted to
electronic means: I made a list of officer postings and the skills
required to fill them, and each character made a roll against each
skill, with their margins of success making up an overall score. The
same system was used to hand out the prizes. (I wrote it in a somewhat
haphazard manner, and early versions turned out not only to invert
performance evaluations but to treat a worst-possible result as a
best-possible. Clearly the Admiralty Board had been at the rum a bit.)
Phase 2 of the campaign will see the player characters off to their
junior-officer postings in a variety of jobs, which in effect means
I'll be running four separate mini-campaigns - while the players and I
make up more PCs to fill in background roles.
- Posted by John Dallman at
11:01am on
14 July 2016
It was good fun, too. I wrote myself a training plan at the start, because my character is a methodical chap, and tried to get the basic spacer and officer skills done first, simply because that made more choice later on plausible. The plan got revised several times, but its fundamentals survived and got to happen.
The four mini-campaigns will take some time to play, and the structure will need some thought, because if we just play the minis one after the other, it's going to be something like a year before the fourth one starts. What might be best would be to give each principal PC a brief scene at the start of each session, and then stay with one of them for the main event of the session.
- Posted by RogerBW at
11:22am on
14 July 2016
I was vaguely thinking of having a number of mini-incidents, each for a different primary PC, in a session, but your idea would also work - and would help maintain narrative flow within the session.
- Posted by Dr Bob at
06:35pm on
16 July 2016
Mt training method was usually to spend xp on whatever skill I'd horribly failed at that session. There were quite a lot of those!
Looking forwards to getting my hands on a Marine character!
- Posted by William H. Stoddard at
06:06pm on
17 July 2016
I'm very glad to see my work being put to use! I saw a lot of that same dynamic in my Worminghall campaign, which came before I wrote Back to School but was a big influence on it; the five disparate boys there all developed in multiple unexpected directions. I didn't attempt to track the training of NPC students at Worminghall—there were just too many of them—but that's an interesting use of the training roll mechanics. I would actually be interested to see quick sketches of all seven NPC cadets, if you ever feel like taking the time; designing casts of characters is an interesting part of GMing for me. . . .
- Posted by RogerBW at
06:32pm on
17 July 2016
I won't list all their traits, but a general introduction:
Constance Fleming: "velcro wall girl" as mentioned above. (Computer Wizard, Compulsive Carousing.)
Tero Isomäki: voted most likely to say "hey, I've just had an idea for something fun that isn't technically against the regs yet". Ended up going into Aviation (small combat craft) in the (allied) Finnish Navy. (Daredevil, Overconfidence, Trickster.)
Kenneth Piper: natural pilot from a low-tech colony. (Several overlapping talents that boost Piloting in space, to the point that he was defaulting to an 11 even before training began, but a number of fumbles at key moments have kept him from shining as brightly as he might have.)
Joseph Quaid: stubborn compulsive fight-starter with a Bad Temper, so will probably end up as a senior officer. After a training exercise on Luna, started taking an interest in orbital fire support, and has been training as a Naval Gunfire Liaison Officer (planetside forward observer).
Sadie Stark: granddaughter of Captain Helena Stark VC (posthumous), started with some good skills but also Combat Paralysis and Fearfulness – which she managed to conquer during training. Everyone assumes she's a future admiral.
Charlotte Stratton: from the Belphegor Navy (old colony world), no sense of humour, but tended to be an academic anchor to the group – in large part because of the Less Sleep 3.
Hal Whitfield: seems to be able to find dubious contacts just about anywhere, and went into a nice safe Supply posting. (Street-Smart, Greed, Laziness.)
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