Book 10: Cosmopolite - Now on Drivethru

JRoss said:
Techno-Guru, there are a few new careers for Citizens, there are Artisans (who make stuff), Functionaries (like lesser Nobles) and Pillars of the Community (also like Nobles). I want to play a Pillar, specifically an Agitator, for my next character.

There's a new Life Events Table (D66) that takes up 4 whole pages. It's awesome.

There are Scientist careers, including one that lets you be the next Dexter or Wesley Crusher.

Citizens get Networks, representing the varied contacts that Joe Schmoe can pick up during his life.

Rules for Researching.

Advantages and Disorders for geniuses that let you do some awesome and crazy things with your nerds.

There are hooks that let you use mundane skills like farming as the basis of adventures.

There is a big social section near the end that will be of use to Nobles, Entertainers, Rogues, Merchants and Agents, too.

Okay so Artisans expand the worker class and you split the white collar jobs between corporate and civic positions. Is there still a "colonist" career or has that been folded into a specialty for each of the three (four? Or is Teacher a Scholar career?) careers?

Scholar careers sound like fun, especially that "prodigy" one. Networks sound useful, similar to the list of contacts for Merchants in Merchant Prince. And the hooks that let you use the mundane skills that no one else has to jump start adventures sounds like it's worth the price of the book itself. Nice.
 
Network is a highly useful asset to have. It could be argued, from the description of Networks in Cosmopolite, that the TAS is the first and earliest example of such a Network - providing very specific benefits to its members.
 
QUESTIONS FOR ALEX:

OK, I have read through the careers and I have a couple of questions related to how a certain type of citizen would fit into this system.

1. A Cab Driver (ala Die Hard 4)
2. A Shop Girl (not the owner or dress maker, the girl selling you the clothes) or ANY salesman actually
3. A blue collar worker such as a Plumber or Welder (maybe Craftsman, Labourer or Maintenance - but which?)

For the Scientist
4. If I wanted a Terraformer, what career should I use?

I like what you have done so far and everything makes sense, I just think there are a couple of holes/vague areas.

LOVE THIS BOOK!
 
Good questions.

The idea of the professional Driver / Courier was a Citizen career option I was thinking of right at the start. It never even made it into the initial list of career branches. I didn't know if it would be too specialised for Book 10.

The shop floor staff / sales staff thing seemed a bit too much on the Merchant side, focusing on making and closing the sale. I saw shop staff and travelling door-to-door salesmen being offshoots of Merchant careers, possibly alongside their big huckster cousins selling tat on the tube. If they were Citizens, they'd be an assignment of Functionary, possibly a fourth assignment next to Administrator, Enforcement and Maintenance. I could seriously throw in Driver / Courier as a fifth Functionary assignment at this rate.

If you wanted a Terraformer, try Citizen / Architect. They're the builder types. There is no Engineer (terraforming) cascade skill in Traveller, but nobody says that Engineer (civil engineering) has to stop at building scale. At a high enough technological level, Engineer (civil engineering) might be big enough to design and modify atmospheres and environments of entire planets with the same ease as a 21st Century civil engineer designs a garden, or design orbiting stations which entirely encircle their homeworlds like artificial ring systems.
 
Congratulations, Mongoose! Unless I am mistaken, this makes you the first publisher in any of the Traveller lines to have published expanded career books for all of the careers in the core rulebook(s) - a notable achievement.

Let's see - if you can get Alien Race books published for the Hivers, K'kree, and Droyne (and, arguably, the Vilani) you'll have swept the "Major Races" category. And, to be honest (since you've already put out a few ARBs for minor races) I wouldn't object if you put one out for cetaceans, great apes, and other uplifts. (Hey, anyone want to stat out Rocket Raccoon?)

Other possible suggestions for future development: since Mercenary 2 came out and I've seen talk around about High Guard 2, probably the next career book in need of a revision would probably be Robot, but that would definitely need some pretty solid strategic direction. After that, Psion - not from any critical lack in the work itself, but because it's such a rich field for development that it could well benefit from the additional treatment.

Some form of source book covering extended stellar system cartography and development would be nice, as would one covering technology in more detail, and in much wider range. Most people who play the game are reasonably familiar with the Industrial and Modern ages of technology, and find it fairly easy to research the Preindustrial ages, but the futuristic eras could use some additional work - in particular, those beyond High Stellar. What might a TL19 world look like... and what would it take for a society to get there? And for that matter, what would be involved in changing a system's UWP? (Say you've got a noble character who owns a system, but wants it to be better. How would he go about developing it - say, encouraging immigration and birth rates to increase the population, possibly terraforming the place, and funding and driving broad-spectrum technological development programs to raise that level? And how much would such programs cost?)

Understand, I'm not complaining! This is just a wish list for possible future development of the line.
 
Galadrion said:
Congratulations, Mongoose! Unless I am mistaken, this makes you the first publisher in any of the Traveller lines to have published expanded career books for all of the careers in the core rulebook(s) - a notable achievement.
As the author of this book that has boldly gone where no Traveller publisher has gone before, you're welcome. :)
 
Can't wait to have a Farscape-related chargen event. There might have been some in the previous rulebooks, but I can't think of any as awesome as in this book.
 
I was reminded that Citizens already have access to practically every non-military and non-paramilitary vehicle already listed - so with the exception of the likes of Lab Ships and Yachts, anything that isn't a capital ship, patrol ship and so on is already available to Citizens.

The Spacestream came from my fevered mind when I saw an actual Airstream trailer bus that some enthusiast had brought over here from the States, and I found myself imagining the concept of the retired fat trader, no longer under subsidy, being bought up by wealthy Citizens and converted into the equivalent of a spaceborne Airstream.

Then I heard of these retired architects who spent their days travelling all over the States from job to job, practically living and working out of their old Airstream.

All your regular characters can wander round in those cramped old Far Traders. This is how Citizens roll.

Fly. Jump. Whatever.
 
alex_greene said:
Then I heard of these retired architects who spent their days travelling all over the States from job to job, practically living and working out of their old Airstream.

What do you mean "practically"?

I know several people for whom their Airstream is their primary address.
 
alex_greene said:
Good questions.

The idea of the professional Driver / Courier was a Citizen career option I was thinking of right at the start. It never even made it into the initial list of career branches. I didn't know if it would be too specialised for Book 10.

The shop floor staff / sales staff thing seemed a bit too much on the Merchant side, focusing on making and closing the sale. I saw shop staff and travelling door-to-door salesmen being offshoots of Merchant careers, possibly alongside their big huckster cousins selling tat on the tube. If they were Citizens, they'd be an assignment of Functionary, possibly a fourth assignment next to Administrator, Enforcement and Maintenance. I could seriously throw in Driver / Courier as a fifth Functionary assignment at this rate.

If you wanted a Terraformer, try Citizen / Architect. They're the builder types. There is no Engineer (terraforming) cascade skill in Traveller, but nobody says that Engineer (civil engineering) has to stop at building scale. At a high enough technological level, Engineer (civil engineering) might be big enough to design and modify atmospheres and environments of entire planets with the same ease as a 21st Century civil engineer designs a garden, or design orbiting stations which entirely encircle their homeworlds like artificial ring systems.

OK, that makes sense. Thanks for the response.
 
I have noticed a problem and I don't know if it has been addressed yet.

On p. 46, it talks about the time required to write a scientific paper. The way the rule is written means that the time required to write the paper increases in proportion to the number of skill ranks in science the character has. I don't like it and I can't think of good reason why it should be that way. You don't even get additional benefit from it.

If you use the optional rule of how well you write your paper, then only one skill adds to the test. Characters that diversified in multiple fields would take longer as normal, but gains no additional benefit from it. Only those who specialized benefits from that optional rule.

To take an extreme example, a character with enough skill ranks in science to bring the science total to 60 (or more) could roll badly enough to take a year to write a paper.

I think that if you must take extra time to write a paper, then some benefit should be gained. Otherwise, I think that the rules should give a consistent result, like a week or something. Maybe 1 +1d6 days (if you must roll something). Or maybe skill ranks could reduce the time you take to write a paper, as you are better at the topic and likely know a lot of relevant material. At the very least, please provide an upper limit to how long it takes to write a scientific paper.

----

On a related note, it says that characters don't gain skill ranks for writing a paper. So does this mean that other characters are free to train skills while a character is writing a paper?
 
DivineWrath said:
On p. 46, it talks about the time required to write a scientific paper. The way the rule is written means that the time required to write the paper increases in proportion to the number of skill ranks in science the character has. I don't like it and I can't think of good reason why it should be that way. You don't even get additional benefit from it.
On occasion I have written articles or book reviews about programming for fun. I pass them to the ACCU http://accu.org/ and they either publish them in Overload (academic stuff) and CVu (other stuff). Been doing this kind of thing since I was a teenager and some of my articles are available here:- https://sites.google.com/site/ianbruntlett/home/information-technology

Typically I find something interesting and start studying it, making notes. Then one day I realise I have enough material for an article and write it up. Not everything gets published.
 
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