High Guard 2022 example ships crew messed up?

Why not have a cheap robot brain in every system control panel...
avionics brain, sensor brain, engineering brain for each major drive and environmental system...

(3x drive, 2x gravitics, environmental, recycling) so Cr. 1800

the meat puppets are just there to push the buttons the brains tell them to push, to tighten the screws they are told to tighten etc.
Alternatively the cheap robots skilfully complete the tasking that their specialised but narrow focussed brains can handle at the direction of the creative and flexible sophonts.

Either solution is possible.

In the real world at present however we seem to have sheep-like sophonts dancing to the tune of idiot savant AI systems.
 
Absolutely there can (and probably should) be more spotlight on the exact nature of the automation. Which should include expert systems in the software and probably droids to handle assorted tasks. Since this a game about people, you want the rules to maintain the primacy of people (unless you are intentionally doing something like The Culture as a setting).

Mindjammer lets you have starships as PCs, fully sentient robots, and the like. But they maintain human relevance by giving them long lifespans and having mostly benevolent AI overlords (like in the Culture). But in Charted Space, they instead just make it such that sentient machines aren't a thing, either because it's just that hard or because people are refusing/prevented from building it.

Personally, I think the expert systems/Agents and the Virtual Crew are overly complicated, too expensive, and underutilized. I just think that the task check limits on such artificial intellects should be interpreted stringently as restrictions on their creativity and flexibility. So, as swordtart says, you need those creative sophonts.

I have a robot right now. It's only a roomba, but it is a robot. We have industrial robots and self-crashing cars. And we have drones that fly themselves and just have people watching to make decisions. All right now. So, barring a Butlerian Jihad, we should reasonably expect to have those in the game. And they shouldn't be cripplingly expensive.

But I want them limited, because I like my games to be about people and I prefer to avoid the Stars Ward droid slave issue :P So there are lots of robots (and drones for the ship's computer), but it's very clear they are not people (nor are they secretly actually people and biological people pretend that they aren't)..

If I had a player who really wanted to play a sentient robot like Data, I'd just run a Culture type setting that has that kind of thing as normal. Because, honestly, I'm not interested in running a pinocchio story arc as DM :P
 
Why not have a cheap robot brain in every system control panel...
avionics brain, sensor brain, engineering brain for each major drive and environmental system...

(3x drive, 2x gravitics, environmental, recycling) so Cr. 1800

the meat puppets are just there to push the buttons the brains tell them to push, to tighten the screws they are told to tighten etc.
I mean... you can...

I used the Basic Brain for this because it was so limited but still could do the job of watching the sensors and popping an alert for anything outside of its programming.
 
As far as I can see, the crew minimums are mainly there for the proper functioning of military ships (pilot on watch at all times, sufficient personnel to cover two watches etc), or for the legal requirements of commercial passenger ships. It's clear that the essential trio are Engineer, Astrogator and Pilot (unless the ship has no M-Drive, like the X-Boat). No matter what the tables say, you need at least one of those. 1 pilot, 1 astrogator, extra engineers if there are more than 35 tons of drives. No starship without an Engineer is making jump... but as noted, you might have a crewmember that holds down another job as well. Astrogator/Engineer pair well.

Ships are highly advised to have a Medic, though on a small ship that could be a part time job. Gunners and Stewards are needed as required; an armed ship without enough gunners is still able to operate. A lack of Stewards limits the better paying passengers you can find.
 
As far as I can see, the crew minimums are mainly there for the proper functioning of military ships (pilot on watch at all times, sufficient personnel to cover two watches etc), or for the legal requirements of commercial passenger ships. It's clear that the essential trio are Engineer, Astrogator and Pilot (unless the ship has no M-Drive, like the X-Boat). No matter what the tables say, you need at least one of those. 1 pilot, 1 astrogator, extra engineers if there are more than 35 tons of drives. No starship without an Engineer is making jump... but as noted, you might have a crewmember that holds down another job as well. Astrogator/Engineer pair well.

Ships are highly advised to have a Medic, though on a small ship that could be a part time job. Gunners and Stewards are needed as required; an armed ship without enough gunners is still able to operate. A lack of Stewards limits the better paying passengers you can find.
Except that Crew Requirements are in High Guard which is supposed to be the Spaceship Construction Rulebook for all Traveller settings. Do the Hivers, Droyne, Aslan, or K'kree have the same requirements? How ships are crewed and the minimum requirements thereof, seem like they should be more of a "determined by setting and by race", instead of some almost meaningless generalization that is violated in almost every published Traveller ship.

Edit - For example, Aslan don't have Stewards at all except for Nobles.
 
Back
Top