I'm not new to the game, but recently began to find deeper levels of appreciation of the character creation system in Traveller. It's not like D&D or any other RPG (that I know of/didn't steal it wholesale), where you decide "I want to be X" and then play as X with whatever class/gear/stats/skills/feats of your choice. No. Here you start wanting to become something, assign attributes and skills learned from your homeworld... and then life happens. You start wanting to become a space frontier doctor like Julian Bashir, life happens, and you're playing an '80s vision of a netrunner - with chip sockets behind high-collared hobojacket and cyberdecks and communicating with excerpts from Gibson - that's been in and out of prison for the last 40 years. You start without much of an idea for life, enlist in the navy, life happens, you earn a field commission and live your life as some larger-than-life overdecorated mix of James Bond and Horatio Hornblower, hitting Admiral before turning 40. You are born into wealth and nobility, spend 20 years of your adult life as a blasé socialite with one of those administration 'jobs' the rich save for their spare heirs, life puts on its asskicking boots, and without other options you become a middling novelist more famous than Coca-Cola with contacts rivalling the FBI. There's three more people with equally subverted ideas for their character's life, ones above need the least explanation ("what's a Bwap?"). It was awesome to sit and make those characters together, weaving a common story. More games should offer something like that, but I'm afraid it's too much work for most designers and too not-what-I-want-waaaah! for most players. Still, it'd be bitchin' to have it in Call of Cthulhu as a better background generator than GM's default "so you all know this professor/are related to that so-and-so to inherit X."