Planet Mongoose - Pre-career Education

MongooseMatt

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We have just posted an article on Pre-career Education for Traveller on Planet Mongoose, which you can find here;

http://blog.mongoosepublishing.co.uk/?p=642

We may be using these rules for future supplements, so by all means let us know what you think!
 
I like it so long as it's optional.

I.E. a military academy graduate has to be an officer but an officer doesn't have to be an academy graduate.
 
msprange said:
We have just posted an article on Pre-career Education for Traveller on Planet Mongoose, which you can find here;
http://blog.mongoosepublishing.co.uk/?p=642

We may be using these rules for future supplements, so by all means let us know what you think!

OK... another approach - the Bedroom Coder or Hacker.

Bedroom Coder:-
Borrowing from my A-levels. Studies suffering whilst concentrating heavily on computing skills. Programming, reverse engineering, systems administration, writing of articles. Gain skills for later on but have difficulties after A-levels in getting a University place.

Hacker:-
http://catb.org/esr/faqs/hacker-howto.html Can apply to anyone honing their skills on I.T. - see Bedroom Coder.

Whilst my ideas are I.T. based, the subject could be anything - botany, explosives (see Ace in Dr Who, etc).
 
Since this from the top of my head, not to be taken too seriously:

1. GI Bill - the Imperium pays the college fees for honourably discharged service personnel. Admittance +1.

2. Extends to Middle School and High School, in orbital stations or even jump capable Star Academies, for those more Anime-inclined. Dangers include psionic institution infiltration, angsty mecha pilots, affectionate alien furry robotic ninja trained electrifying girlfriends.

3. Could be part of a lite introductionary book, that than steers players to the more complete supplements once they leave academia or the more civilian track.
 
[url said:
http://blog.mongoosepublishing.co.uk/?p=642[/url]"]From term four and onwards, these options are no longer available.
[url said:
http://blog.mongoosepublishing.co.uk/?p=642[/url]"]Entry: DM-1 if in Term Two, DM-2 if in Term Three
Why?

For the more military oriented schools age may be a concern, but why for general University or even med school?

If it is for an attempt to simulate real life and that most people don't go to college at an older age, I say drop it. This is perhaps an example of the gross misuse or misinterpretation of statistics that happens all too often. In real life it is a choice, not a absolute. I think in Traveller it should be a choice too. Unless there an underlying, unspecified issue like Universities get funding from the government to help young people get a start at being productive Zhodani citizens, figure out why as people get older they tend to make the choice not to go to college.

I can see that the quantity of skills from schools may be advantageous and unbalancing and thus influence using age to keep players from abusing the Pre-Career Education system. This is a fault of the education system and game mechanics and should be corrected, not just fixed by a restrictive "no school after 3rd term".

Perhaps part of the issue is that some of the decision making factors like Why go to school if you already have a good job? are not in the games mechanics. There is no pay for a career term and limited encouragement to pursue a career over school.
- gaining money via skill is limited to gambler
- gaining cash via benefits is limited to 3 rolls
- gaining rank adjust cash benefits only at rank 5
In addition, there is no cost for attending school.

The following is however represented in the games mechanics and a players decision making for their character but maybe needs to be strengthened:
Do I further my current career possibly gaining a higher level in a skill I have and more rank and benefits or spend time in college getting low level skills?

Some real life issues are extremely misrepresented:
Get ejected from career and an older character can not go to school to help them get a new job.

A couple simple changes can make the decision making more realistic
- Tuition and possibly debt for certain schools (something like Condottiere's GI Bill suggestion could be accommodated here too)
- Mandatory term in certain careers after graduation (military schools)

Now of course your out is that the name is Pre-Career Education so I guess there could be separate rules for schooling after and/or during a career?
 
I'm not a big fan of the events. Some are defining personality traits for the character instead of letting a player decide. Some are taking things like taking on more course work and partying and with no negative consequences or even at least requiring a roll, handing out an extra skill.

Taking advantage of youth, you party as much as you study. Gain Carouse 1.
How about
Can you handle partying and schoolwork? If you choose to find out roll carouse and if successful, gain a level. If you fail, you get a -2 DM to graduate.

You develop a healthy interest in a hobby or other area of study. Gain any skill of your choice, with the exception of Jack-of-all-Trades, at level 0.
Take on more work and have the same chance to graduate as someone with a normal course load?

How about?
You may choose to peruse an interest in a hobby or other area of study. If you Roll EDU 8, you gain any skill of your choice, with the exception of Jack-of-all-Trades, at l. Fail and get a -2 DM to graduate for taking on too much.

I don't like automatic failure or success events either.
Your time in education is not a happy one and you suffer a deep tragedy; perhaps you become hopelessly addicted to drink or drugs, a failed romance leaves you in tatters, or a fatal accident involving a close friends shakes your confidence. You crash fail to graduate.
Maybe a -2DM to graduate?
 
I like. It seems more elegant than the High Guard naval college rules.

One additional possibility; a law enforcement academy.

Law Enforcement Academy
Most major law enforcement agencies have their own training colleges to better prepare recruits for the unique tasks they are likely to face. Whilst not providing the same benefits as hard-won experience, graduates of these academies will be better trained in policing theory and procedure, as well as the specific peculiarities of the laws they must enforce, and specific branches of science such as forensic investigation.

Entry: Edu 8+.

DM-1 if in Term Two, DM-2 if in Term Three

DM+1 if EDU 9+

Skills: Gain all Service Skills of the Agent career at level 0, as with basic training.

Increase Edu by +1

Graduation: Int 8+. If 10+ is rolled, graduate with honours.

Graduation Benefits

Graduation allows automatic entry into the Law Enforcement Agent career, so long as it is the first career attempted by the character after graduation.

If entering the Law Enforcement Agent career, for basic training, gain the benefit of any 'two skills and training' results of your choice from the Agent Personal Development, Service Skills or Law Enforcement tables. If your EDU is 8 or more, you may instead choose results from the Agent Advanced Education table.


If graduation was with honours, you may choose a third skills and training results of your choice.
 
There could be a Reform School for Juvenile Delinquents option, or you could go straight into an apprenticeship, which would give you specific skills and certification.

Not all schools are equal, Ivy League School graduates would have greater prestige [SS+1, if known, minimum 7].

You may also end up in debt, which could be ameliorated through part time work (penalty on success), scholarships, grants, or possibly hustling stuff, perhaps even weed.
 
Is this similar to the Highguard academy? Well - in terms of flavour, obviously the actual benefits are slightly different.

Or is the highguard academy ruleset more like a term 0... it is prior to any real terms?
 
If it is for an attempt to simulate real life and that most people don't go to college at an older age, I say drop it. This is perhaps an example of the gross misuse or misinterpretation of statistics that happens all too often. In real life it is a choice, not a absolute. I think in Traveller it should be a choice too. Unless there an underlying, unspecified issue like Universities get funding from the government to help young people get a start at being productive Zhodani citizens, figure out why as people get older they tend to make the choice not to go to college.


Incorrect, many ex-military and serving military are sent/voluntarily enter civilian colleges. A number of people defer college entry and go to night school/online universities concurrent with their careers later in life. The GI Bill idea is excellent.

ONLINE UNIVERSITY
After determining the current Term skill roll for Online University course. Scouts with excessive free time get a benefit for taking online courses.

A maximum of 4 Online terms may be undertaken. Rogue and Scoundrel Careers may not apply.
A -1 modifier is incurred when rolling for promotion and the skill for successful promotion, even if honours is achieved. Scouts receive no -1 modifier for promotion or skill.

Entry: Edu 8+.

No Term DM, Scouts +1 for entry.

DM+1 if Edu 9+

Skills: Choose a level 0 skill from the following list;

Admin, Advocate, Animals (farming or veterinary), Art (any), Astrogation, Broker, Comms, Computers, Engineer (any), Language (any), Life Sciences (any), Navigation, Physical Sciences (any), Social Sciences (any), Space Sciences (any), Trade (any).

Increase Edu by +1 on 8+.

Graduation: Int 8+. If 10+ is rolled, graduate with honours.

Graduation Benefits

Increase the skills chosen above to level 1.

Increase Edu by +2

Honours increase Int +1
+2 on Careers Promotion roll

Overall quite good. The events not so good. The characters IQ should effect ability to carry a heavier course load. Events should be expanded to 36, don't forget school teams and sports so athletics, fencing, chess (games) and a few other skills should be out there as option or events with good/bad outcomes available.

On semi related note.

Planets TL should effect careers. TL6 or less career path starts at age 14. No computer or space skills allowed (reroll).
IQ 12+ career starts at 16 if University/Scholar chosen.

The Age 18 start was a GDW construct to regulate careers, there is no reason it should be slavishly followed to this day if a good reason warrants otherwise.
 
If there is going to be a redo of the core rulebook, I would say this belongs in there. Perhaps have specifically modified versions go into the various "service" books - expanded versions, similar to the expanded versions of the service events.
 
University - couldn't this be modelled by taking a term in Scholar?

Service Academy - paradoxically there are too many different flavours of academy and yet there are services who aren't represented - no Scouts for one (so I can't do a Rodenberry-esque Starfleet Academy with these rules), but also I could see a case for Agent (as locarno24 suggested) or Nobility (no finishing schools, MBA programmes or Kennedy School of Govt analogues?) as well.

Advanced Education - why Flight school, can't this be covered by making relevant picks in an initial term of Navy (or possibly Army for aerospace)?
- If Med school (which plays in to a specialism of Scholar) then shouldn't there be an advanced track for theoretician and fieldworker? If we're going there then why not include advanced education options for the Entertainer, Citizen and Merchant careers? Plus Agent and Nobility if they don't get service academies.


In summary I think the suggested rules are too specific and too narrowly/partially focused to really work. My suggested alternative would be to present two generic patterns for optional one-term 'education' careers - one to model the university/service academy tier and one to model the post-graduate/professional accreditation/continuing education tier. By all means include worked examples (based on OTU setting assumptions even, so you have 'play out of the box' resources) to show how they can be used to model specific in-game institutions, but frame and present the patterns as part of the general GMing toolkit that can be used to roll your own.

Regards
Luke
 
Easterner said:
On semi related note.

Planets TL should effect careers. TL6 or less career path starts at age 14. No computer or space skills allowed (reroll).
IQ 12+ career starts at 16 if University/Scholar chosen.

The Age 18 start was a GDW construct to regulate careers, there is no reason it should be slavishly followed to this day if a good reason warrants otherwise.

I have been using this for years. Glad to know I'm not the only one to think of this.
 
There's always home-schooling, whether it takes the form of some affluent, paranoid, upper middle class religiously inclined suburbanites; or a space roaming upbring on some freetrader; or private tutoring to some noble scion by an android governess.
 
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