aspqrz said:
The problem with developing Traveller further is that, well, the existing skills and skill use system are so extremely limited that they don't do (IMO) a good enough job of representing the OTU's theoretical skill base to make them cross compatible with new genres.
You'd need more skills, at the very least.
Indeed you would, but perhaps not as many as you think. Or rather, many of those "new skills" would actually be simply redefinitions of already-extant skills, adjusted for the new genre.
aspqrz said:
Forex, I was flabbergasted some months ago by the article in Signs and Portents about Medicine in Traveller where the author blithely stated that Medic was cross TL compatible and that the only limit might be the level of Medic skill that could be achieved.
This should clearly be considered an error. While it is cross-TL in the sense that the knowledge a high-TL medic will have is applicable even in a low-TL context - i.e., theory doesn't change - there are distinct differences in possible practices that do not cross TL.
I would be charitable and suggest that the S&P author might have been thinking along those lines in defining levels, but I can't bring myself to actually do it; it's just fundamentally unreasonable to me.
For any TL, there are actually two different "Medical" skills, and I'm not even addressing the idea of separating Doctor from Barber/Surgeon or Medical from First Aid; I'm dealing with the knowledge aspect: There's "Medical (Developed)", which refers to Medical as developed without having access to the KNOWLEDGE from higher levels - in this model, TL3 Medical is all about balancing humors, and using compounds that have alchemical significance (i.e., Sulfur (or whatever they called it) has a lot of fire in it; it is thus useful for treating someone whose blood has too much earth or water). The other Medical skill is "Medical (Fallback)", wherein the person with the skill knows about things like germ theory and hygiene and maybe even ultrasonics for bone healing promotion, but is limited in
application to TL3 capabilities - he can't stick his stainless steel instruments into an autoclave; he has to settle for boiling his bronze instruments instead.
That difference is not well-modelled in Traveller - or, in fact, in any other game I'm aware of - and Medical isn't necessarily the only skill so affected.
aspqrz said:
Um. Come again? Compare a Medic-1 from 2009 Australia with a Medic-1 from 1790 Australia? And claim they are "the same" in game terms? ROTFL for reasons that, I hope, are self evident (but just a forex - treatment for gunshot wound 2009 does not routinely involve limb amputation as it did in 1790).
Exactly. I think you and I are groping for the same idea from different directions.
aspqrz said:
The real solution would be to either differentiate between First Aid and Medical (i.e. splitting Medic into two) or, even better, have a Low Tech "Barber/Surgeon" and "Physician" split (where the B/S cuts the limb off and the Physician merely tells you what you're probably sick with and, less possibly, prescribes some drug or non-surgical treatment to deal with it more or less ineffectively). Which means, of course, more skills and a different approach to skill use in general.
This is
a solution, but not necessarily
the solution; consider what I suggested above, about at least knowing whether you're talking developed vs fallback.
aspqrz said:
Of course, if you don't want or care about cross genre/game compatibility and/or cross TL game compatibility (aka "realism"), then it's not a problem ... but that would really imply that Mongoose would have to do a standalone book for each genre rather than what they have done to date with Hammer's Slammers, Judge Dredd and Strontium Dog, for example.
No, not necessarily - the rules are OK as they stand - that is, you can still use the same task rolls, the concept of prior careers, possibly even some of the same prior careers; the genre sourcebooks would simply end up being "setting books" or "supplements" a la HS or JD, that tell you how to modify the core rules for that particular genre. For example, if a career gives the "Handgun" skill, the Traveller Steampunk Sourcebook might state "When awarding Handgun skill levels to a character, the character must choose between Revolver and Pistol; semi-automatic and automatic handguns are not available. Furthermore, Pistols are single-shot only; it would have been common practice to carry a 'brace' (2 or 3) of them.". No need for a standalone book; in most cases, it is unlikely that modifications would be extensive enough that a standalone book would make more sense.
I point you at GURPS for an example; while GURPS isn't Traveller, there is no question - SJ has even admitted it - that GURPS was heavily influenced BY (Classic) Traveller.