No seafaring occupations
Posted: Mon Jul 04, 2011 8:52 pm
No big deal, but, is there a reason there aren't any sailors, fishermen, etc. in the starting occupations?
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I noticed that as well. I figured that if Trapper or Hunter came up, I would've allowed the character to be a fisherman if he so wanted (and if it could fit in the background of the setting)chokehazard wrote:No big deal, but, is there a reason there aren't any sailors, fishermen, etc. in the starting occupations?
Yeah, they know how dangerous the sea is. Why tempt fate in a cave?GnomeBoy wrote:Those folks are smart enough to not go into a dungeon?
Maybe someone can make up "The Mother of All Occupation Charts."finarvyn wrote:Well, actually it would be nice ultimately if every DM made up his own occupation table based on his own campaign and treated the rulebook version as an example.
Suppose I want a pirate campaign? I'd better include those seafaring occupations. What if I wanted to run Dark Sun with DCC rules? I'll bet the occupation list would change a lot.
The same way that folks make their own encounter charts (and often object to having standard versions in a rulebook), they should consider making their own occupation charts as well.
How about several percentile tables. The first is the master table that then sends the player to a sub-table for variants of the main selection.dkeester wrote:There are 53 occupations in the Beta document, but the roll is a percentile. It would be nice, but probably asking too much, to have 100 separate occupations listed.
I like this idea and give it +1, but I don't think it is going to fly.JediOre wrote:How about several percentile tables. The first is the master table that then sends the player to a sub-table for variants of the main selection.dkeester wrote:There are 53 occupations in the Beta document, but the roll is a percentile. It would be nice, but probably asking too much, to have 100 separate occupations listed.
For example, the main table roll comes up "farmer." The sub-table may have "temperate crops," "figs," "vineyard," "migratory worker," "banana, "tobacco," and so forth.
Just a thought.
So, perhaps it is best for it to be one table and allow the player to flesh out which type of farmer he/she is, or what kinds of things he/she smuggles, etc.goodmangames wrote: Not a bad idea although I am trying to limit "choice" early in the game. This might just be me personally but I really like the idea that people can roll up characters in literally 5 minutes. Then you get to know the character as you adventure with him. The more choices are involved up front, the longer things take and the more a player tends to "always run the thief."
I hope the albatross isn't dead...jamescbennett wrote: Elven sage => Mariner (Crossbow, Albatross)
That depends on the character's Luck score.mythfish wrote:I hope the albatross isn't dead...
These are great! I think I'll be stealing these for my own campaign!jamescbennett wrote:In an attempt to give our upcoming DCCRPG game more of a pulp fantasy feel, I replaced the demihuman occupations with the following, which include some nautical occupations:
Dwarven blacksmith => Barbarian (Spear, Hide Armor)
Dwarven herder => Horse Nomad (Shortbow, Pony)
Dwarven miner => Northman (Battleaxe, Iron helmet)
Elven artisan => Sailor (Belaying pin [as club], Earring worth 10sp)
Elven forester => Fisherman (Gaff hook [as dagger], Net [10' square])
Elven sage => Mariner (Crossbow, Albatross)
Halfling gypsy => Gypsy (Sling, Hex doll)
Halfling trader => Merchant (Short Sword, 20sp)
Halfling vagrant => Miner (Pick [as club], Lantern)
Thanks Reverend. If you do, let me know how it works out for your group.reverenddak wrote:These are great! I think I'll be stealing these for my own campaign!