Condottiere
Emperor Mongoose
My Mandroid Friday
“We need to leverage what we have,” said the player. “So, Dave is our Steward. He can get us in via a catering service. Minions gotta eat. And he can at least sneak us as far as the kitchen. Snacks, am I right?”I think the strength and weakness of the Traveller skill set is that you can use many skills for the same task. Players are quite inventive in crowbarring the skills they have into every situation possible.
I disagree that Steward skill implies "strong elements of organisation, planning and management". The skill description allows of "basic management" but that is not much of a bar. Every skill will include an element of management, organisation and planning. Engineers do it, as do Scientists and virtually anyone with a Profession. Tactics requires planning and organisation and even some aspects of Streetwise will require it.
If Steward covers everything a ship needs other than admin and contracts then it wouldn't be a primarily Merchant service skill, you would expect it to appear in Navy and Scout careers as well.
Planning and organisation should generally be something the players do, not a skill check. Where it needs to be abstracted Leadership would be the logical skill to tie it to.
The primary purpose of Steward is that bonus to finding passengers. Unless you decide to introduce an awkward passenger it is something that just happens off-screen. Just like the primary purpose of Astrogation is calculating your jump coordinates and unless the referee actually decides to throw in a space anomaly it has no general use. It is a "necessary" skill but a bit of a one trick pony.
If the Travellers were planning a raid and a player asked if they could use their Steward skill to improve the plan I would be extremely sceptical unless it was a raid on the fridge![]()
You can choose to make a skill useless if you want, but that is not the design intent.The primary purpose of Steward is that bonus to finding passengers. Unless you decide to introduce an awkward passenger it is something that just happens off-screen. Just like the primary purpose of Astrogation is calculating your jump coordinates and unless the referee actually decides to throw in a space anomaly it has no general use. It is a "necessary" skill but a bit of a one trick pony.
If the Travellers were planning a raid and a player asked if they could use their Steward skill to improve the plan I would be extremely sceptical unless it was a raid on the fridge![]()
Also, stewards were a good position to put temp hirelings because they didn't need access to engineering or the bridge and how many you needed varied depending on how many high passages you sold. So it was a pretty easy gig to get, relatively speaking.Way back when... a group of Travellers were not automatically assumed to be ship crew and have their own ship. if they wished to travel they had to pay for a ticket, be given free passage by some patron or plot device, or... the working passage.
Characters could sign up as temporary ship crew to get a trip to another world, and steward was a really good skill for that because the skill level requirement to be a steward is 0.
I am not suggesting you cannot find creative uses for the skill. Those you mention are all entirely in scope. You may not recall I used "The Night Manager" as an exemplar of the role so I am entirely alongside your definition and how it could be used creatively.You can choose to make a skill useless if you want, but that is not the design intent.
Steward skill covers cooking, tailoring, managing demanding individuals, catering, and all the sundries involved in running a high end hotel/restaurant. So, yes, I would absolutely allow it to be used to plan a fancy soiree or to impress a wine snob with one's wine knowledge. Or to know which staff to impersonate to allow access to the area you actually want to go. And to tailor the stolen uniforms so they fit properly. Newkirk on Hogan's Heroes, the guy who made sure all the German uniforms they were using were correct and fit, was using Steward skill in Traveller terms.
Astrogation is something of a problem skill, since Traveller had (until Cluster Truck) very limited rules on real space travel, which Astrogation is also supposed to cover. Of course, the "only relevant if the GM introduces that kind of problem" also applies to Pilot, Engineer, and Gunner.But those are easier problems for the average GM and player to imagine.
This is where I take the other route by making Leadership applicable generally rather than as a combat only skill. In combat it has a particular nuance as most skills are not tied into combat rounds, but in any stressful situation having someone with a cool head and organisational ability will generally help.Sure, because Leadership is about getting people under your command to do stuff they might otherwise not do. Stewardship is about manipulating the behavior of people who are not under your command and, in fact, might be socially superior to you. Steward is a social skill, but not the same one as leadership. It has some limited overlap with Persuasion, Leadership, etc but only situationally.
This is a good reason for the existence of Profession(Spacer). If these are common sense or just matters of familiarity then they should not be tied to a Skill.Traveller doesn't have a cargo master skill, though some of the Cepheus versions do. So, you have to assign that to Broker or Steward. Or just assume that stepping on a ship makes you good at managing loading and unloading of cargo in the cases where "How fast can we get this loaded?" or "Where in the hold is this stuff?" is worth a roll.
Maybe this is a difference in perspective. In my experience (UK Army Logistics) each logistic role is a trade (Profession) and whilst they are now bundled into a single organisation each arose from its own forming corps. Mess orderlies (orig. Army Catering Corps) do not order engineering spares but cook, serve and manage food inventory and messing arrangements as well as conducting meal planning and at higher levels will manage nutritional aspects of rations. Supply Chain Operators (orig. Royal Army Ordnance Corps) manage inventory for the entire army from socks to tank spares many of them are IT specialists. Drivers (Orig. Royal Corps of Transport) do the actual moving many are trained in every class of vehicle the army uses and some are trained to drive trains.Traveller also doesn't have a Logistics skill. In the US Navy, the supply officers and enlisted are ordering all the ship's stores, including spare parts and all the rest. They are making the food. They are providing the uniforms. They are handling the grooming (aka barbershops). In Traveller, no one in the military does any logistics of any sort if you go by the Chargen. But if you were going to represent that in game, the Steward skill would be that skill.
Which is why I am not keen that those skills that are defined are not usurped by other skills by function creep. Medic skill is all Medicine based skills (and will also cover basic Pharmacology and ordering drugs and managing stocks etc.) that doesn't mean they can substitute Medic for Broker if you are speculating in Pharma. Flyers can not only fly but can also conduct basic maintenance checks. It does not mean they can substitute Flyer for Mechanic checks if repairs are necessary or work needs doing.Traveller has a very limited skill list and characters have only a small number of those skills. Those skills are massively broader than you'd expect from RL. Medic covers first aid, disease control, surgery, nursing all in one. If you have the Flyer skill, you can fly helicopters, ornithopters, grav vehicles, airships, jets, and little cessnas.
This points up the fact that Steward is a skill, not a job description. The Chief Steward role could require Advocacy, Carouse, Diplomacy, Persuade, Streetwise or any number of other skills. Much of it would depend on which ship the Chief Steward was on. The Chief Steward might not even need to use any Steward skill they had (or even have it) if they have staff to do that for them. Plenty of managers have little experience in the actual work their minions do but it doesn't seem to prevent them climbing the greasy pole (especially if their seniors are equally clueless). Persuade might be the only pertinent skill to preferment.IRL, the chief steward would have Steward, Admin, Leadership, etc That's not how Traveller works. Steward is literally only available to Noble/Diplomat and Merchants. And Merchants can't get Leadership, because Traveller's Leadership skill is primarily conceived of as combat leadership. And Admin is only available to merchants in the Advanced Education table.
Being able to find a box of nails on a shelf when you are the one who put them there does not require Admin skill. I do not need to fill in a form to find anything in my garage and there is a lot of stuff in there. Admin skill is dealing with bureaucracy and officialdom not personal admin and not the day to day management of stuff.I wouldn't let people use Steward to lead in combat. But I would let them use it to direct staff and passengers in a crisis. I wouldn't let it be used to deal with government bureaucrats, but I'd probably let it be used to know the way around ship's stores (technically Admin, which references ship manifests and inventories).
High levels in skills don't allow you to sub for other skills, if anything they become more specialised. Gun Combat-0 means you can fire any gun competently. Gun-Combat(Slug)-1 means you can fire any projectile based small arm with some proficiency - still only competent in every other type of gun, it doesn't expand the range of weapons you are competent in.I feel like plenty of people imagine "What's the Rank 0 job for this skill involve?" and not what is the full range of what this skill represents. We don't do that with other skills. We shouldn't do it with this one. Maybe you might add a difficulty level for this kind of thing, but I don't think that's particularly necessary.