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 Post subject: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 2:30 am 
Mongoose

Joined: Sat Sep 30, 2006 12:32 am
Posts: 121
I've never been terribly satisfied with the cascade skills in science as presented in the Mongoose Traveller main rulebook. In fairness, coming up with a categorisation of the sciences that is

(a) realistic
(b) consistent with the established skill system
(c) simple

is very hard.

I've tried to create a better system that achieves (a) and (b) and hopefully doesn't fail too hard on (c). The main differences from the canonical system are:

1. Some new subskills. Hopefully not too many, and they should all be reasonably obvious.

2. The addition of Planetary Science and Humanities as skills within Science.

3. Some subskills appearing under more than one skill. This is the key to coming up with a reasonably sensible system. It might not sit well with everybody, but it is not without precedent. Electronics appears in the main rulebook under both Engineering and Physical Science. The effect is that if you have Engineer (Electronics) 1 you get the other Engineering specialities at level zero, while if you have Physical Science (Electronics) 1 you get the other Physical Science specialities at level zero. This reflects the different contexts in which someone might learn the Electronics skill. I have extended this idea with gay abandon.

My alternative science skills cascade is as follows. New skills are defined on their first appearance.


Physical Science

Physics
Chemistry
Electronics
Astronomy: The study of stellar systems and other cosmic objects, and the physical processes by which they operate.


Life Science

Biology
Cybernetics
Genetics
Psionicology
Xenology


Planetary Science

Planetology
Paleontology: The study of the history of living creatures as preserved in the fossil record.
Climatology: The study of the dynamic processes that determine planetary climates, including terraforming.


Mathematical Science

Computers
Mathematics: The study of numerical and logical relationships
Robotics
Statistics: The study of probabilistic systems, including statistical prediction and experimental design.


Space Science

Astronomy
Planetology
Robotics
Xenology


Social Science

Archaeology
Economics
History
Linguistics
Psychology
Sophontology
Sociology: The study of social phenomena, including politics and criminality


Humanities

Philosophy
Literature: The study of artistic expression in written documents
Linguistics
Archaeology
History
Art: The study of artistic expression in visual form
Musicology: The study of artistic expression in musical form


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 Post subject: Re: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 6:40 am 
Mongoose

Joined: Sun Oct 09, 2011 6:03 am
Posts: 122
Seems logical. Since art is a skill already though that would seem to need a new name. Fine Art is about it. Though there is critic and appraiser both more trades than not.


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 Post subject: Re: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 9:59 am 
Stoat

Joined: Fri Jul 04, 2008 8:40 am
Posts: 59
When I took university classes in Arts, it was called: Art History & Philosophy of Art


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 Post subject: Re: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 11:11 am 
Lesser Spotted Mongoose

Joined: Mon May 29, 2006 9:33 am
Posts: 733
Location: NZ
Aside from the issue of a few duplicates in different categories, I largely concur with all of this.

It was actually something I raised in play test - at the time there was just one Science skill, and everything was branched underneath as Specialities. I thought it was unrealistic that somebody who studied, say, History was automatically connected with the basics of Chemistry for example. The broke it down to the four categories in the final release, but I wasn't ever really satisfied with Social Science and Space Science still.

Social Sciences, like Psychology and Sociology are different in their approach to Humanities like Philosophy and History (basically, they attempt to be inductive and predictive in method), while I don't really see how Robotics was included as a Space Science (much better as a Mathematical or Computer Science), but Astronomy wasn't included!

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 Post subject: Re: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 1:34 pm 
Lesser Spotted Mongoose

Joined: Sun Dec 13, 2009 6:13 pm
Posts: 472
Location: San Diego, CA
iainjcoleman wrote:
Planetary Science

Planetology
Paleontology: The study of the history of living creatures as preserved in the fossil record.
Climatology: The study of the dynamic processes that determine planetary climates, including terraforming.


How does this skill come into role-play?

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 Post subject: Re: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 3:37 pm 
Mongoose

Joined: Sat Sep 30, 2006 12:32 am
Posts: 121
ShawnDriscoll wrote:
iainjcoleman wrote:
Planetary Science

Planetology
Paleontology: The study of the history of living creatures as preserved in the fossil record.
Climatology: The study of the dynamic processes that determine planetary climates, including terraforming.


How does this skill come into role-play?


As much as any science skill comes into roleplay, I expect. There are lots of different kinds of Traveller game, and a Scout-type exploratory campaign would be one where this sort of skill, and many of the other science skills, might come into play. In your more typical Firefly-esque merchants-n-criminals campaign, not so much.


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 Post subject: Re: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 3:42 pm 
Lesser Spotted Mongoose

Joined: Sun Dec 13, 2009 6:13 pm
Posts: 472
Location: San Diego, CA
iainjcoleman wrote:
ShawnDriscoll wrote:
iainjcoleman wrote:
Planetary Science

Planetology
Paleontology: The study of the history of living creatures as preserved in the fossil record.
Climatology: The study of the dynamic processes that determine planetary climates, including terraforming.


How does this skill come into role-play?


As much as any science skill comes into roleplay, I expect. There are lots of different kinds of Traveller game, and a Scout-type exploratory campaign would be one where this sort of skill, and many of the other science skills, might come into play. In your more typical Firefly-esque merchants-n-criminals campaign, not so much.


I figure a ship computer will report all planetary conditions to a crew so there is not much left for a character to "I think I'll land to roll for any plate tectonics learned."

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 Post subject: Re: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 3:47 pm 
Mongoose

Joined: Sat Sep 30, 2006 12:32 am
Posts: 121
TrippyHippy wrote:
Aside from the issue of a few duplicates in different categories, I largely concur with all of this.


I reckon being relaxed about duplication is the key to getting a sensible-looking set of cascade skills. There's a lot of overlap between Social Science and humanities, but that's quite deliberate. Many disciplines, such as archaeology, have a wide range of approaches and techniques, with some practitioners coming at it from a humanities background and some from a more scientific background. This is the basis of many academic turf wars.

TrippyHippy wrote:
It was actually something I raised in play test - at the time there was just one Science skill, and everything was branched underneath as Specialities. I thought it was unrealistic that somebody who studied, say, History was automatically connected with the basics of Chemistry for example. The broke it down to the four categories in the final release, but I wasn't ever really satisfied with Social Science and Space Science still.

Social Sciences, like Psychology and Sociology are different in their approach to Humanities like Philosophy and History (basically, they attempt to be inductive and predictive in method), while I don't really see how Robotics was included as a Space Science (much better as a Mathematical or Computer Science), but Astronomy wasn't included!


I'm glad it was at least broken down into different disciplines, and thanks for raising the issue at playtest.


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 Post subject: Re: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 5:04 pm 
Greater Spotted Mongoose

Joined: Sun Sep 02, 2007 1:15 am
Posts: 1220
iainjcoleman wrote:
I've never been terribly satisfied with the cascade skills in science as presented in the Mongoose Traveller main rulebook. In fairness, coming up with a categorisation of the sciences that is

(a) realistic
(b) consistent with the established skill system
(c) simple


I think you've done a good job of (a) and (b) but missed (c) by a little.

iainjcoleman wrote:
...is very hard.


Indeed. Probably one of those "pick two" problems. As in the classic: "You can have a job done: Fast, Cheap, and Well... BUT you can only pick two of those."

I think there might be room for a little more simplification and streamlining without unduly cramping realism, and consistency. It's a nice addition though and looks well thought out, thanks for sharing :)

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 Post subject: Re: Alternative science cascade skills
PostPosted: Sun Nov 18, 2012 5:25 pm 
Cosmic Mongoose

Joined: Fri Dec 19, 2008 11:57 pm
Posts: 2643
TrippyHippy wrote:
Social Sciences, like Psychology and Sociology are different in their approach to Humanities like Philosophy and History (basically, they attempt to be inductive and predictive in method), while I don't really see how Robotics was included as a Space Science (much better as a Mathematical or Computer Science), but Astronomy wasn't included!


I actually used Space Science (Cosmology) myself for a character it fit.


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 Post subject: Re: Alternative science cascade skills
PostPosted: Mon Nov 19, 2012 2:29 am 
Lesser Spotted Mongoose

Joined: Wed Jun 27, 2007 3:26 pm
Posts: 785
Location: Pottsboro, TX area
Very nice list!

I put together a similar one ever since MT was published because I also wanted to expand Science into something more useful. I've personally run characters with the Planetology and Biology skills and used them to successfully complete adventures. And they give players one more reason to have a lab included on their ship and to run scout-exploration missions.

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 Post subject: Re: Alternative science cascade skills
PostPosted: Mon Nov 19, 2012 8:20 am 
Duck-Billed Mongoose

Joined: Mon Jun 13, 2005 7:46 pm
Posts: 2493
Location: Wildly Variable
Quote:
I figure a ship computer will report all planetary conditions to a crew so there is not much left for a character to "I think I'll land to roll for any plate tectonics learned."


The ship's computer will probably pass everything important that it can see to the players. However, your average merchant ship won't have detailed meterological scanners and nor would the average player be able to make sense of the output beyond 'so is is safe to land or not?'

You'll spot any active superstorm systems quite handily. What you won't know - and an educated PC may be able to determine given a few days - is whether any are likely to emerge in the future, say 1-2 years away. Which is potentially a big deal, if you're looking to hawk real estate to a bunch of colonists...

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 Post subject: Re: Alternative science cascade skills
PostPosted: Mon Nov 19, 2012 9:25 am 
Stoat

Joined: Sun Aug 14, 2011 8:24 am
Posts: 87
ShawnDriscoll wrote:
iainjcoleman wrote:
Planetary Science

Planetology
Paleontology: The study of the history of living creatures as preserved in the fossil record.
Climatology: The study of the dynamic processes that determine planetary climates, including terraforming.


How does this skill come into role-play?


I view skills as a good mechanism for developing character background, so am quite happy to have plenty like this that have no likely use in a game situation.


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 Post subject: Re: Alternative science cascade skills
PostPosted: Mon Nov 19, 2012 9:29 am 
Lesser Spotted Mongoose

Joined: Sat May 20, 2006 3:14 pm
Posts: 631
Location: UK
I was wondering why Robotics was listed under Space Science instead of say Physical Science?

Has that been already explained somewhere else?


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 Post subject: Re: Alternative science cascade skills
PostPosted: Mon Nov 19, 2012 11:44 am 
Duck-Billed Mongoose

Joined: Mon Jun 13, 2005 7:46 pm
Posts: 2493
Location: Wildly Variable
Not that I'm aware of. For that matter, I would argue that it should in many ways be an engineering sub-discipline rather than a science one.

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Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.

Minbari Protectorate Fleet:
http://www.mediafire.com/?cmymg13nzmd


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