This is a cross post from SFRPG, I thought it could perhaps be interesting
for some of the users here, too.
It is the first draft of a simple research & development rule for my Pandora
setting, based upon the research rules of MegaTraveller and the Ringworld
RPG.
Research Projects
Research projects can be used to determine scientific data or market data or to develop
computer programs, industrial processes or new equipment.
Research Process
a) The character formulates a hypothesis or describes the intended result of the research project.
b) The referee decides whether the hypothesis is true or the intended result is possible, which kinds
of research steps are necessary, how many research steps are necessary, and which skills and modi-
fiers will apply. He only tells the player which skills are required, but does not give him the other in-
formations.
c) The character plans his research project, decides which research steps he will use and then tests
his hypothesis or develops a prototype through a research step.
d) The character evaluates his research and decides whether to continue or to accept the result. The
referee does not inform the player whether the character really was successful, came to a false conclu-
sion or developed a faulty product.
Research Steps
Research projects consist of a series of research steps. There are four types of research steps:
a) Library Research - usually 100 hours, requires access to a database
b) Laboratory Research - usually 200 hours, requires a laboratory or workshop
c) Field Research - played as a small adventure or requires 1d6 +1 x 100 hours
d) Armchair Research - usually 200 hours
Research Step Results
The player rolls for the success of the character. All normal modifiers (e.g. difficulty, use of an expert
program, support by other characters, special equipment, etc.) are used, but the referee does not in-
form the player about the modifiers used and whether and to what degree the character was success-
ful.
Effect -1 or worse: misleading result, adds another 1d6 research steps
Effect 0 - 3: inconclusive result, no change
Effect 4 - 5: success, subtracts 1 research step
Effect 6+: insight, subtracts 1d6 research steps
Skill Improvement
Each 200 hours of research time (the equivalent of 1 month of work) that did not lead to a misleading
result count as 1 week of training in the skill used during the research step.
Example
Marie Blair wants to find out whether Speeders can be repelled with electric fields. Her hypothesis is
that an electric field of a certain strength will cause a Speeder to flee from the area. She decides to use
five research steps for her project: Library Research to read all the informations already known about
the Speeders, Field Research to capture two living Speeders, Laboratory Research to test how the Spee-
ders react to electric fields, another Laboratory Research to make sure the first one was not misleading,
Armchair Research to evaluate the data and write a paper.
This research project is rather straightforward and requires only Bioscience (Marine Biology) and some
help from other colonists to capture the Speeders and from an engineer for the creation of the electric
field, so the referee will keep the difficulty low and the modifiers high.
After about 1,200 hours / 6 months Marie knows (or believes that she knows) whether her hypothesis is
true, and if nothing went badly wrong, she has learned the equivalent of 6 weeks of training in Bioscien-
ce (Marine Biology).
And now it is time for an engineer to start a research project in order to develop a small, portable, easy
to use device that creates an electric field as a „Speeder Repellant“ - if possible without any nasty side
effects ...
for some of the users here, too.
It is the first draft of a simple research & development rule for my Pandora
setting, based upon the research rules of MegaTraveller and the Ringworld
RPG.
Research Projects
Research projects can be used to determine scientific data or market data or to develop
computer programs, industrial processes or new equipment.
Research Process
a) The character formulates a hypothesis or describes the intended result of the research project.
b) The referee decides whether the hypothesis is true or the intended result is possible, which kinds
of research steps are necessary, how many research steps are necessary, and which skills and modi-
fiers will apply. He only tells the player which skills are required, but does not give him the other in-
formations.
c) The character plans his research project, decides which research steps he will use and then tests
his hypothesis or develops a prototype through a research step.
d) The character evaluates his research and decides whether to continue or to accept the result. The
referee does not inform the player whether the character really was successful, came to a false conclu-
sion or developed a faulty product.
Research Steps
Research projects consist of a series of research steps. There are four types of research steps:
a) Library Research - usually 100 hours, requires access to a database
b) Laboratory Research - usually 200 hours, requires a laboratory or workshop
c) Field Research - played as a small adventure or requires 1d6 +1 x 100 hours
d) Armchair Research - usually 200 hours
Research Step Results
The player rolls for the success of the character. All normal modifiers (e.g. difficulty, use of an expert
program, support by other characters, special equipment, etc.) are used, but the referee does not in-
form the player about the modifiers used and whether and to what degree the character was success-
ful.
Effect -1 or worse: misleading result, adds another 1d6 research steps
Effect 0 - 3: inconclusive result, no change
Effect 4 - 5: success, subtracts 1 research step
Effect 6+: insight, subtracts 1d6 research steps
Skill Improvement
Each 200 hours of research time (the equivalent of 1 month of work) that did not lead to a misleading
result count as 1 week of training in the skill used during the research step.
Example
Marie Blair wants to find out whether Speeders can be repelled with electric fields. Her hypothesis is
that an electric field of a certain strength will cause a Speeder to flee from the area. She decides to use
five research steps for her project: Library Research to read all the informations already known about
the Speeders, Field Research to capture two living Speeders, Laboratory Research to test how the Spee-
ders react to electric fields, another Laboratory Research to make sure the first one was not misleading,
Armchair Research to evaluate the data and write a paper.
This research project is rather straightforward and requires only Bioscience (Marine Biology) and some
help from other colonists to capture the Speeders and from an engineer for the creation of the electric
field, so the referee will keep the difficulty low and the modifiers high.
After about 1,200 hours / 6 months Marie knows (or believes that she knows) whether her hypothesis is
true, and if nothing went badly wrong, she has learned the equivalent of 6 weeks of training in Bioscien-
ce (Marine Biology).
And now it is time for an engineer to start a research project in order to develop a small, portable, easy
to use device that creates an electric field as a „Speeder Repellant“ - if possible without any nasty side
effects ...