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At odds with a character's tech level...

Originally posted by Supplement Four:
OK, but say you've got two characters. Both have the same EDU. Both have Computer-2.

One is from a TL-8 World.

One is from a TL-14 World.

You're in a TL-13 Far Trader, and the computer system is on the blink.

Who repairs it? Will both the above characters have the same shot?
If both of them learned their computer skills while in contact with mainstream Imperial culture, yes. I don't think Classic Traveller ever did factor in TLs of skills, did it?

Actually, who's to say the guy from the TL8 world wasn't taught state-of-the-art computer skills at a local university on an imported computer?


Hans
 
Originally posted by Supplement Four:
OK, but say you've got two characters. Both have the same EDU. Both have Computer-2.

One is from a TL-8 World.

One is from a TL-14 World.

You're in a TL-13 Far Trader, and the computer system is on the blink.

Who repairs it? Will both the above characters have the same shot?
If both of them learned their computer skills while in contact with mainstream Imperial culture, yes. I don't think Classic Traveller ever did factor in TLs of skills, did it?

Actually, who's to say the guy from the TL8 world wasn't taught state-of-the-art computer skills at a local university on an imported computer?


Hans
 
Face it: most Traveller PCs would come from the Travelling social class. In LBB1, 4 out of the 6 careers are clearly Travellers - Marines, Navy, Scouts and Merchants; Planetary Army men are probably going to be more likely (except for the planetary navy and marines, that it) to access offworld technology than most other people on their world; and even many variants of Other won't preclude interstellar travel. In S4: Citizens of the Imperium, only 2 of 12 careers are directly space-related (Pirates and Belters), but 3 more are careers that grant starships as well (Nobles, Scientists and Hunters) - which implies that these careers are often space-related; 2 more careers are military (Sailors and Flyers) and thus more likely to encounter off-world technology; Diplomats, Doctors and Rogues also have a good chance of coming into contact with extraplanetary technology; and while Bureaucrats would have a lesser chance than most other careers to be travellers or access offworld technology, they are still part of an organized society, which, if in contact with the Imperium, will, other the centuries, acquire a certain level of familiarity with Mainstream Imperial technology. Only the Barbarians completely stand outside the sphere of Travellers.

In short, in the Classic Era, most Traveller PCs would be likely to be familiar with Mainstream Imperial technology. The main exceptions will be:
1) Characters hailing from interdicted or isolated worlds (Red Zones or outside explored space).
2) Characters hailing from worlds with Starport-X.
3) Barbarian characters.

Mainstream Imperial is TL9-14, though TL15 societies within the imperium is seriously influenced by it as well. Despite the seemingly large range, many concepts, ideas, design elements, interfaces, standards and, in some cases, parts are shared between these TLs. LBB2 seems to hint at this with its standardlized components, designed at TL15 but, in some cases, adapted to TL9 (or TL10-14) production.
 
Face it: most Traveller PCs would come from the Travelling social class. In LBB1, 4 out of the 6 careers are clearly Travellers - Marines, Navy, Scouts and Merchants; Planetary Army men are probably going to be more likely (except for the planetary navy and marines, that it) to access offworld technology than most other people on their world; and even many variants of Other won't preclude interstellar travel. In S4: Citizens of the Imperium, only 2 of 12 careers are directly space-related (Pirates and Belters), but 3 more are careers that grant starships as well (Nobles, Scientists and Hunters) - which implies that these careers are often space-related; 2 more careers are military (Sailors and Flyers) and thus more likely to encounter off-world technology; Diplomats, Doctors and Rogues also have a good chance of coming into contact with extraplanetary technology; and while Bureaucrats would have a lesser chance than most other careers to be travellers or access offworld technology, they are still part of an organized society, which, if in contact with the Imperium, will, other the centuries, acquire a certain level of familiarity with Mainstream Imperial technology. Only the Barbarians completely stand outside the sphere of Travellers.

In short, in the Classic Era, most Traveller PCs would be likely to be familiar with Mainstream Imperial technology. The main exceptions will be:
1) Characters hailing from interdicted or isolated worlds (Red Zones or outside explored space).
2) Characters hailing from worlds with Starport-X.
3) Barbarian characters.

Mainstream Imperial is TL9-14, though TL15 societies within the imperium is seriously influenced by it as well. Despite the seemingly large range, many concepts, ideas, design elements, interfaces, standards and, in some cases, parts are shared between these TLs. LBB2 seems to hint at this with its standardlized components, designed at TL15 but, in some cases, adapted to TL9 (or TL10-14) production.
 
Originally posted by Employee 2-4601:
In short, in the Classic Era, most Traveller PCs would be likely to be familiar with Mainstream Imperial technology.
That's an excellent take on it, Omer. Interesting thoughts worth pondering.

-S4
 
Originally posted by Employee 2-4601:
In short, in the Classic Era, most Traveller PCs would be likely to be familiar with Mainstream Imperial technology.
That's an excellent take on it, Omer. Interesting thoughts worth pondering.

-S4
 
A character used to Mainstream Imperial would operate any Mainstream Imperial technology under the standard rules (i.e. DM -5 for significant tasks if no skill, no DM at skill-0 and so on). The exact TL of the Standard Imperial technology he's using doesn't matter much in terms of familiarity - the capabilities of equipment will improve over the TLs, but the user interface and basic desin concepts are similar in most cases.

Slightly unfamiliar tech - say, Standard Solomani tech (in the fields which are equivalent to Imperial tech, i.e. in anything but biotech) or especially complex Imperial TL15 items - would be slightly complex to get into, but not THAT difficult. It'll be like using a Mac when you're used to a PC with MS-Windows-XP - there ARE differences, but alot of the basic concepts and even design elements are the same. When using such technology, a character used to Mainstream Imperial will suffer a -1 DM.

Technology which has some things in common with Mainstream Imperial technology but which is significantly different - say, Solomany Biotech or Typical Aslan technology would be more difficult to use. It would be the equivalent of using a DOS-only computer interface if all you've used so far is MS-Windows-XP. When using such technology, a character used to Mainstream Imperial will suffer a -2 DM or a -3 DM if the item or subject in question is quite complicated and different from the Mainstream Imperial tech (i.e. figuring out a complex Solomani biotech-lab instrument).

Real alien tech, be that Baseline Hiver or the technology of an interdicted, Starport-X TL-2 world, would be more difficult to use; it'll be the equivalent of using MS-Windows-XP if all that you've used so far is punch-cards. When using such technology, a character used to Mainstream Imperial will suffer a -4 DM.

Outlandish technology, such as any Ancients technology or the organic technology of whatever bygone race, would be extremy difficult to figure out and use - it will be the equivalnet of using MS-Windows-XP when all you've used so far is a Babbage-style mechanical adding machine. For these tecnologies, some research and experimentation will usually be needed; for more immidiate figuring-out, use an Intelligence check with a DM of -6.
 
A character used to Mainstream Imperial would operate any Mainstream Imperial technology under the standard rules (i.e. DM -5 for significant tasks if no skill, no DM at skill-0 and so on). The exact TL of the Standard Imperial technology he's using doesn't matter much in terms of familiarity - the capabilities of equipment will improve over the TLs, but the user interface and basic desin concepts are similar in most cases.

Slightly unfamiliar tech - say, Standard Solomani tech (in the fields which are equivalent to Imperial tech, i.e. in anything but biotech) or especially complex Imperial TL15 items - would be slightly complex to get into, but not THAT difficult. It'll be like using a Mac when you're used to a PC with MS-Windows-XP - there ARE differences, but alot of the basic concepts and even design elements are the same. When using such technology, a character used to Mainstream Imperial will suffer a -1 DM.

Technology which has some things in common with Mainstream Imperial technology but which is significantly different - say, Solomany Biotech or Typical Aslan technology would be more difficult to use. It would be the equivalent of using a DOS-only computer interface if all you've used so far is MS-Windows-XP. When using such technology, a character used to Mainstream Imperial will suffer a -2 DM or a -3 DM if the item or subject in question is quite complicated and different from the Mainstream Imperial tech (i.e. figuring out a complex Solomani biotech-lab instrument).

Real alien tech, be that Baseline Hiver or the technology of an interdicted, Starport-X TL-2 world, would be more difficult to use; it'll be the equivalent of using MS-Windows-XP if all that you've used so far is punch-cards. When using such technology, a character used to Mainstream Imperial will suffer a -4 DM.

Outlandish technology, such as any Ancients technology or the organic technology of whatever bygone race, would be extremy difficult to figure out and use - it will be the equivalnet of using MS-Windows-XP when all you've used so far is a Babbage-style mechanical adding machine. For these tecnologies, some research and experimentation will usually be needed; for more immidiate figuring-out, use an Intelligence check with a DM of -6.
 
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