This is the NPC I created for my Classic Traveller game last session.
The PCs were looking for a hacker. I didn’t have one when they asked, but about 90 seconds later I did. This is the strength of Classic Traveller (and really the other forms of 2s6 RPGs derived from it) for fast and loose improvisational play. Did I roll this NPC up? No. I knew what I wanted, and I’m the GM, so I just wrote it out. Well, lemme think. I did, in fact, roll up his stats and then just decided on the rest. I rolled up six numbers and arranged them as I saw fit. I am the Referee - I can do that.
Tahm Slykk
755B95
Admin-1, Comp-4, Bribery-1, Streetwise-2, Grav-Vehicle-1
Carries a body pistol inside his leather overcoat. Tall, with a high shock of red hair, round lens glasses tinted green, carries a portable electronics kit and computer in a black metal briefcase, with all he needs to hack on-the-go. More gear in his home/shop - the entire floor above a grav-vehicle repair shop. Drives a beat-up looking grav bike that is more than it appears to be (MAY be called the Thunderbolt GreaseSlapper). Tahm is a hacker for hire. He speaks with nervous speed and energy. Older than he looks. There’s no such word as “fail” to Tahm Slykk.
I actually kinda love this character. This is the kind of self-centered but good-natured dirtbag I’d like to play.
I’m not sure, but I think if I was running Sword of Cepheus for a fantasy setting I could create a good NPC just about as quickly. Sure I might need to look up a few spells, but it would be simple.
This is a repost of something I wrote several years ago as I was returning to Traveller, the greatest RPG even created.
As I think back over my early days of gaming and GMing, the memories are flooding back. When I started in 1979, there weren’t hundreds of RPGs. Most of the time my friends and I played D&D, but one guy had the game Traveller, so we played that too. Eventually we all bought the game.
Traveller was great because it was about space, and was really flexible. The basic set came in a box and had 3 little black books of rules. They sold a lot of supplements. I don’t think there was a single illustration in the core set. Something about the books made you feel smart.
The game mechanics had rules for spaceship combat, interstellar commerce, and other cool stuff, but at 15 we mostly just blew stuff up. Get in the spaceship, go to a planet, get drunk, find a weapons dealer, buy some plasma rifles, and start killing. When the Law got on our asses we’d hop in our ship, the Hellfire, and take off, usually destroying more people and ships on the way out of the system. Mass murder and mayhem on a glorious scale.
It helped that our GM 1)just wanted his friends to be happy and 2)didn’t seem to have actually read any of the rules beyond character generation. His answer to any question of skill was “roll two dice”. We had no idea what we were rolling for, and neither most likely did he, but we all had fun and that’s all that mattered. Clearly, we never got bogged down in game mechanics…heh heh.
Our GM got into gaming really early. Every Wednesday night he went to this huge gaming meetup at Richland Junior College, here in Dallas. He was friends with lots of older gamers. One of them was a computer programmer. He gave our GM this gigantic hex map, with planets dotting it. Each planet had a number, and there was a computer printout on which the characteristics of each planet were given — randomly generated by a program this guy had written. Pretty cool. We were in awe.
As we got older, and better game systems were released, we tended to gravitate toward the new stuff. Hero Games’ Champions was a prime example. Flexible, great combat system, etc. Game Designer’s Workshop, the authors of Traveller, have continued to release new editions of the game, but we never played them. We stuck to the original when we wanted hot space action. There was something really cool about that little box, with the 3 original books, and maybe having a couple of the supplemental books and a bunch of dice crammed in there. It was stripped down roleplaying. It was all on you and the GM.