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First Impressions from TNE

Another thing about virus in the TNE period, most of the nastier varieties are extinct. There will be very few suicider types left for example. Most will have evolved into much more dangerous personalities. SHODAN is actually a good example of a later virus, while for suicider try almost any program from Microsoft.
 
Comments about the TNE New Era Chapter, Part 2

The fact that the TNE universe has no centrally-controlled, dependable ship-ID transponders makes things interesting from a gaming POV - and keeps the players on their toes. I like that


The Hivers have domesticated several strains of the Virus (p.81) - how fitting of them (muwhahahahaha!), just think of the manipulations they could pull out with THIS kind of prop...

Cutting down shipboard computers into several independant segments as an anti-viral tactic (p.81) seems to me as a big problem - it slows down the data-flow significantly. On the other hand, it creates an atmosphere similar to the older submarine movies, with crewmembers yelling information to each other (as well as confirmation to orders, usually ended by a resounding "Aye!"). Ofcourse, in the variant which I'm distilling in y head (with Model/2 and below being too 'dumb' for Virus infection), low-tech centralized ship computers won't be much of a problem - but on most military ships (with Model/3 or better) you'll still have to use such a system of crew transmission.

The description of the Hiver's role in the development of the Old Exapnses on p.83 smells of a big manipulation - the Hivers choose which tendencies to encourage within Humanity, and which to leave to rot. Very Hiver-ish of them...

The description of RC economy on p.84 seems quite realistic to me - it is very similar to 19th century European imperialism (i.e. the imperialist country exports finished products to the colonies - "liberated" worlds in RC terms - and imports raw materials). This connects very well with the RCES' "Smash and Grab" policy, as this kind of economy is ever hungry for two things: new markets and new raw resources, and economic pressure to control these two things will break any moral and political barriers. The RC must always expand its sphere of influence, or be economically suffocated. This is an interesting theme when put togather with the generally political and idealistic spirit of TNE PCs - it will almost inevitably lead to conflict between each PC's own ideals and the cynical nature of the RC economy. Alot of questions, which could serve as moral dillemas in a campaign, arise from this: What will the RC do with a horrible tyrant who agrees to trade with them on favorable terms (to keep himself in power)? What will the RC do with a democracy that decides not to cooperate with their etrade policies? Will the RC take away vital resources from a world, thus inhibitating its growth while accelerating the RC's growth? What will be the social implications of externally-forced economical growth on a backward world? And what will the PCs, especially if they are RC personnel, do about this? Alot of interesting moral and political themes arise.

Also, this economical basis could, with very little modifications, transform the RC into the villian of a campaign if desired.
 
Comments about the TNE New Era Chapter, Part 3

You say "Hiver technical advisors" (p.85), I hear Hiver political officers. A very good point for additional intrigue and inter-crew roleplaying, it is, as Hiver domination (unlike SolSec "monitoring") is not blatant, but subtle - and it takes a skilled and resourceful player to play the Hiver "advisor" to the fullest of his role-playing potential.

The description of the "Star Vikings" on p.86 gives several cues to their roleplaying - especially the "Crusaders" part. The RCES PCs are going to take an active stance in politics - but what would be their response to the discovery of shades of grey within the RC, which they saw, in the beginning, as 'lilly white'?

The heart-wrecking description of the Wilds in pp.90-92 is very well written, and gives a very clear (and horrible) picture of how the Wilds became that way - my only problem with this is the absoluteness of darkness - that is, dead worlds and more dead worlds for sector after sector. I'd tone that down a bit, using the ideas for toning down the virus summed above. Sure, alot of worlds would still be dead or ruled by a TED, but not all - variety is a key to a successful and interesting campaign.

And that flavor-text about 'traders' (read: slavers) is written very well - and gives me setting and adventure ideas.

The description of xenophobia and technophobia on pp.92-93 stresses my point about "toning down" the collapse a bit: a campaign in which every world visited is the same paranoid, xenophobic, technophobic kind of TED will get boring sooner or later; yes, xenophobia, technophobia and TEDs should be common (the Collapse is fertile ground for these) but not the only kind of social trends to be found. When limited Virus infection to TL7+ planetary worlds, all worlds with TL6- before the Virus (either due to their pre-Rebellion TL or due to the effects of widespread destruction by the Rebellion) would be spared from the worst effects of the Collapse, and might become the basis for the new growth of civilization in the New Era. Also, with systematic destruction of the X-Boat network, combined with the limiting of Virus infection to Model/3 ship computers or better, will, on one hand, slow down the virus, and, on the other hand, allow the lower-tech ships to warn some planets of the impending doom.

The "impressions of a planet in the wilds" on pp.98-102 is an excellent piece of science fiction. Again, the writing skills of TNE's creators show themselves.
 
Employee 2-4601,

Though FF&S and WTH* are both excellent resources, WTH especially, if the New Era fascinates you, I'd suggest you secure a copy of Path of Tears.

POT will go into the exact kinds of shades of gray you're talking about. It details the kinds of titanic stresses the RC is under internally, and it also sketches out the Guild for you, who play the foils of the RC. The Guild is loosely organized but surprisingly effective, given the shoestring resources of the RC. If the RC won't trade with someone, the Guild certainly will...


* I have to admit, I love being able to shorten World Tamer's Handbook to "WTH" - it gives me a moment of childish glee every time.
 
Originally posted by Employee 2-4601:
That is one of the main reasons why I've changed my mind about the Virus - it is a very good piece of sci-fi, a very good basis for strange and interesting stories. And remember that while the more common strains are homicidal, not ALL strains are - some (especially the Mother and Hobbyist strains) could even serve as weird patrons for the PCs or even VERY STRANGE bedfellows.
2-4601,

That's essentially my opinion with regards to Virus also. I fortunately missed the TML Flame Wars surrounding TNE and can only wonder what all the screaming about. We have a game with a FTL drive, reactionless drives, and contragravity but adding a cybernetic lifeform is suddenly too much? Huh? shrug...

To be fair, many people overused Virus and inflated its abilities which led to a lot of the problems others had with the idea. As Antony correctly points out, the Virus that destroyed Chartered Space is essentially dead. All of the active Virus strains left have learned to live in their environment and deal with the other sophonts there. (Yes, sometimes they 'deal' with other sophonts by enslaving them. Humans do the same thing.)

The TNE books repeat over and over again that Viral encounters should be rare to the point of vanishing. As the players move through the Wilds, they should see Virus' handiwork and not Virus' itself. Naturally, all warnings to use Virus sparingly or not at all meant that GMs immediately threw Virus at their players. GDW even failed to follow its own advice and released Vampire Fleets which gave GMs even more excuses to throw Virus at their players.

IMTU the Wilds are not solely the work of Virus. The Rebellion and humanity created the Wilds and spent years working on the project. Even after Virus' release, it old fashioned human behavior that caused much of the damage the RC sees. For every airlock opened, fusion plant blown, ship crashed, and grav bus smashed by Virus, humans did much worse over a longer period. Virus is just a handy excuse. The people of 1202 can absolve their ancestors - and by extension themselves - of most of their excesses by pinning all the blame on Virus.

The patient was already dead at humanity's hand, Virus just inflicted a few more cuts is all.

And don't forget, those populations and polities like the RC that exist in 1202 do so because their ancestors were the toughest, meanest, most bloody minded SOBs in their corner of space. They fought and killed others, stole what they needed, smashed what they didn't want others to have, drove off the refugees that would have overwhelmed them, let those die who saving would cost to much, and did a hundred other absolutely horrific things all in the name of survival.

The only difference between the RC's ancestors and the TEDs' ancestors is luck. The TEDs' ancestors had to squeeze a little harder to survive and the TED governments were the result. One more flotilla of rogue warships, a lost shipment of spare parts, a bad harvest, one Viral-infected courier successfully linking with the planet's data-net, one single bad break and the RC wouldn't be able to enjoy its 'moral superiority'.

Hell, parts of the RC are run by TEDs, Oriflamme in particular, so the RC shouldn't get so huffy about what they find in the Wilds.


Have fun,
Bill
 
Re: Survival Margin
Many of us had Survival Margin before TNE... since it was released several months before TNE, as a transition guide.

Re: Virus
as described, it had abilities well beyond what many considered plausible. I don't like it as a plot hook, nor can I see it as anything other than electro-psionic in nature. And I don't buy electro-psionics. I never liked the "Setting restart" either.

I didn't mind the rules (aside from combat); I did mind the setting.
 
Originally posted by Aramis:

Re: Virus
as described, it had abilities well beyond what many considered plausible. I don't like it as a plot hook, nor can I see it as anything other than electro-psionic in nature. And I don't buy electro-psionics. I never liked the "Setting restart" either.
It all boils down do dosage IMHO. The initial purpose of the Rebellion/Virus was to give the stagnant, overly-uniform Classical OTU a solid kick - NOT an overall "reboot" - to increase variety and to make the PCs' actions influence the universe.

Both the Rebellion and the Virus, however, were "injected" to the OTU in a gross overdose, making the TNE universe even more uniform and repetitive than the Classical OTU - a uniformity of Virus-infested, TED-dominated rubble and ruinage.

I intend to reduce the dosage of the Virus and the Black War to bring forth a varied, interesting universe. Sure, there will be TED around, but not on every world; there will be Virus strains and Vampire Fleets here and there, but not all over the map. The collapse will still be felt everywhere, but to degrees varying from a slight decrease in TL (rare) to total collapse (similarly rare), with most in the middle, and most very busy rebuilding by 1200. Sure, the avarage TL will not be as high as in the Classical OTU, and there will be more tyrants around, but by far not to the degree presented by TNE "cannon". The atmosphere of this setting should be one of reconstreuction, of new hopes - not of reactionary TEDs ruling over medieval-style peasants on every world (these will still be around, yes, but not EVERYWHERE; and their numbers will be declining as TEDs usually have little real power when compared to a rebuilding planet). There will be pocket empires, many of them, a carpet of flowers over the ruinage of the Collapse. some strange flowers, yes, but the snows of the Long Winter have melted; the spring has come.
 
Originally posted by Aramis:
Re: Virus as described, it had abilities well beyond what many considered plausible. I don't like it as a plot hook, nor can I see it as anything other than electro-psionic in nature. And I don't buy electro-psionics. I never liked the "Setting restart" either.
Aramis,

I'm hijacking 2-4601's thread here, so this will be my last Virus-specific post.

I agree with you up to a point. I did not and do not like the Setting Restart idea behind TNE. As 2-4601 points out it produced a mileau as 'static' and 'uniform' as CT supposedly was, only with the horrific, charnal house Wilds replacing a living Imperium. Many have written about how TNE deals with 'rebirth' or is 'full of hope'. In the Regency perhaps, elsewhere it is little more than an endless slog through an abattoir.

That being said, I can understand why GDW decided on a Setting Restart. The Rebellion and DGP had painted the OTU into a very tight corner. Every faction was either morally tainted, had it's back to the wall, or wasn't big enough to make a difference. What seem's as a no-brainer to us in 2006, aA 'hard' landing and a longer Long Night produced by the drawn out a Hard Times and Black War era, wasn't seen as an option. Why it wasn't I haven't a clue.

Back to Virus...

I can just swallow some of the claims regarding Virus' abilities IF those abilities are limited to certain times and places. Can Virus cut new circuits? Because Virus remote Cymbeline ancestor could cut new circuits the answer is "Yes" BUT NOT in EVERY computer it infects. The same proviso can be made for all of Virus' other abilities.

We tend to forget that the Virus that was released was 'built' or 'geneered' with a specific infection path in mind; the Cymbeline chip inhabited transponders aboard nearly every starship in the Third Imperium. The Imperial scientists had ran a long term eugenics project on the natural Cymbeline chips. The first useable (and only) result of that 'geneering' effort had been the new transponders.

Simply put, the Imperium took the sophont Cymbeline chips and geneered an idiot savant version to enslave within millions of transponders. This idiot savant chips was able to do little more than evolve at a known rate and recognise other idiot savant chips. The chips' evolvution was controlled because their environment was controlled; they lived inside transponders and were given just enough energy and/or other materials to stay 'alive'. An important part of the natural chips' reproductive process; the ability to transmit or pass along its operating 'code', had been removed or suppressed in some fashion in order to keep the idiot savant transponder chips in their 'box'.

In Virus, that same function was emphasized and refined. Virus was also designed to be suicidal.

The transponder chips and Virus were parts of the same whole. When Virus was inadvertantly released, it found refuge where it had been bred and trained to find refuge; the transponders of the warships fighting across the system. Within those transponders, Virus found the missing pieces of itself just as the Imperial scientists who had created Virus intended it should.

Virus and idiot savant 'merged' and, being in an environment created for them, made physical changes to the chips they were operating on. Could Virus do that everywhere else? No. It could only do it in systems that allowed such activities.

We're already experimenting with computers that physically rearrange themselves in order to perform certain tasks more effectively. Is it such a great stretch to believe that, upon finding itself in such a system, Virus wouldn't reconfigure the computer in order that it may run more effectively too?

A lot is made of Virus sentience. As with Virus' circuit cutting abilities, I believe Viral sentience is greatly limited to certain times and places. The trouble in our understanding arises when we fail to distinguish between 'potentially' sentient and actually sentient. Every Viral infection is potentially sentient, but only a very few are actually sentient.

Virus in your toaster is an infection, not a 'being'. Move that infection to a processor 'large' enough to allow sentience and it becomes a being. Move it back to the toaster and it is an infection again. That's hard to understand as we have no biological comparisons to draw from.

Because of this sentience threshold, Virus kills mainly by ommission and not commission. A Viral infection in your toaster will 'grow' or 'expand' in it's attempts to 'mature' or 'achieve' sentience until it encompasses the entire amount of 'cyberspace' within that toaster. With all the toaster functions overwritten or erased by Virus, the toaster no longers works and the coded safety interlocks are gone. The toaster could possibly short out and cause a fire but little else(1).

Now, a possible toaster fire won't kill you, but imagine what would happen to an infected grav-car. All monitoring and controls shut off as the Viral infection takes over more and more of the grav-car's computer. The infection spreads as fast as your CPU's clock rate too. In mere seconds of human time, your grav-car goes from a Virus-free flying toy to a plummeting coffin.

And the infection never intended for that to happen! It never reached sentience. All it did was crowd out all the other functions on your car's CPU in it's attempts to grow. The crash was a side effect and not a conscious act. The difference is not important to those about to die and those who live through the Day All The Grav-Cars Fell can't be blamed for believing that an evil intelligence was behind it all even though conscious volition never entered into the picture.

Virus was deliberately geneered to infect and disable ship via their transponder systems. The transponders themselves were a 'focii of infection' containing a Viral 'cousin' of sorts. When the two met it was like when the Old World strain of syphilis and the New World strain of syphilis met; a new and far more deadly strain was created.

Virus then was able to infect other systems via others 'infection' vectors because it evolved. Imagine how fast evolution can occur when a lifeform's idea of time is set by a 57th Century CPU's clock rate. Imagine how fast evolution can occur when a lifeform can geneer itself by writing or removing a few lines of code. When epidemiologists discuss new diseases like ebola or avian flu, they refer to the potential host populations as 'fresh meat'. The whole of Chartered Space's cybernetic systems were fresh meat for Virus. It was all a virgin field with vast amounts of room to 'eat' and 'grow'.

Viral infections released evolved/geneered copies of themselves in the same manner trees release pollen. Very few spores took 'root', even fewer grew or survived, fewer still reached sentience but that virgin field beckoned ever onward. Each new system, each new set of protocols, each new model of computer, all of it were simply different environments for Virus to adapt to much like how biological life adapted to deep sea volcanic vent rifts, polar ice, mountain sides, and grassy plains.

When you (carefully) apply biology and epidemiology to Virus it becomes a bit less suspender snapping. If you write off much of what is claimed about Virus to hyperbole or hysterics or misunderstanding or a layman's level of knowledge, Virus becomes much less suspender snapping. I also don't think psionics needs to enter the picture at all.

The real threat of Virus lays in ths fact that the infection in that discarded toaster can, if transplanted into a battleship, result in another Rape of Trin. Viral spores are everywhere and each and every one of them can achieve sentience if given enough 'room' to 'grow'. And, even if they don't achieve sentience, each and every one of them can reproduce.

For Virus, tens of millions of generations have passed between Release in 1132 and TNE's 1202. Evolution and geneering have been working the entire time. There are stable species of Virus now, some less dangerous than others and some actually benign. Judging Sandman for the actions of the threshing machine that swallowed Dulinor would be judging one of us for the actions of Homo habilis. It just make no sense as the two are completely different.

Well, that was quite a thread-jacking. 2-4601, you have my apologies.


Have fun,
Bill


1 - Unless your toaster, coffee maker, vacuum, duster, fridge, pantry, clothes washer, comm system, and every other function your 57th Cnetury flat handles for you are all seamlessly interconnected into a single system. I've brought this up before in the many Where Are All The Robots? threads. People in the 57th Century live inside what wewould consider a robot. It's a self-cleaning, self-repairing, self-monitoring entity that cleans up after it occupants, orders what goods and services they need, and does everything else up to balancing their virtual checkbooks. A Viral infection in a 57th Century flat may find enough processing power to either achieve a malevolent sentience or a lesser level of 'animal' cunning. Either way, given all the functions and tools Virus will control within the flat, the occupant is in for a hard time.
 
Some comments on TNE's system (the T2K 2.2 engine) and what IMHO are the main problems:

+ The "Bigger hammer theorie of clock repair"

Skills are coupled to attributes. You throw 1D20 vs ((Skill + Attribute) * Modifier) where Modifier is a value between 4 (Easy) and 0.5 (Extrem) IIRC.

So a Character with STR 6, Mechanic 1 and STR 5, Mechanic 2 are equal. This resulted in a "Attribute over Skill" problem.

+ The "I can't build me" problem

One day we speculated what it would take to build "us" (a mixed bunch of craftsman, salesman, students, engineers etc) and found that it could not be done due to the fixed term length and the very "US-based" education system

+ Generals R Us

The auto-promotion ended in ranks that the player did not want. Otoh promotions bring skills and if you want to play a skilled elder NCO, you had to take them


We finally re-did the complete character generation along the lines of a point-based system. Attributes got rolled/bought with the bases system, the rest (Skills, Rank, contacts etc) got bought with a fixed amount of points. Borrowing from GURPS and Milleniums End we even added skill-packages and templates(1), allowing for a quick pickup-game.


(1) Being stuck in Hospital for five weeks without a computer IS helpful
 
The skill system in Traveller has always been weak, IMHO, so I appreciate all the tweaks and house rules people put out on the Web; it's something I haven't spent a lot of time on developing for myself. I found the 'canon' skill systems to be too 'skills poor', and have always resorted to 'munchkinism' when it comes to number of skills. Many high schools now offer specializations students can take, a relatively recent phenomenon in U.S. high school education, except for 'business' courses, FFA, and 'cosmetology' type general stuff in most districts, before the 'Great Society' programs came along in the 1960's, and along with it Jr. Colleges springing up like weeds everywhere.

I readily adopted the TNE skill selection system when it came out. But, I also really like the year-by-year assignments method introduced in the LBB's originally, as skills poor as they are. Limited 'college grads', even with honors, to the dull equivalent of a 'General Education' degree doesn't work well, either. Since most college majors, here in the U.S, anyway, only take up a about a third of the programs, a college grad should develop a few level 1 or 2 skills, enough to at least equal the skill level of his major, IMHO, and I think TNE handles this better than the others, for quick generation, anyway.

I generally like the way GURPS handles training, and rating the skills by complexity levels, and MT has some learning rules I use occasionally; characters have to have something to do in jump space on off-hours, after all.

'Education' is the most convoluted attribute to work out. I tend to see it as an 'enabling' type skill, while using some of the skills themselves as 'specializations' of education. There should be some rule limiting how high the skill levels of, say, physics or history, can be, based on the EDU stat, and even whether a charqacter should have it beyomf level-0 at all, with some skills, but I've never worked out a satisfactory system for that.

Also, there should be some method of specialization in sciences and other skills that can be usable in a game situation, and not just for color.
 
So a Character with STR 6, Mechanic 1 and STR 5, Mechanic 2 are equal. This resulted in a "Attribute over Skill" problem.
This is indeed a problem with a lot of skill systems, and I agree it is broken, in this respect, but, I use INT and EDU for 'figuring out' what is broken and how to fix it, rather than the strength attribute, which is a wierd attribute to use for 'Mechanical', anyway.

While I have seen mechanics who can, and did, lift engine blocks out of cars just using their arms and backs, it's pretty dang rare.LOL At higher tech levels, and anti-grav around, it seems irrelevant to strength beyond a certain minimum. It's obviously a rules mistake only a middle class 'college geek' would make, assuming all 'working class' type jobs are just mindless meat moving experiences.
 
Eduardo: only a few urban districts have allowed such specialization in high-school. High-school is still mostly generalized; the smaller the district, the more the generalization of the programs.

Michael: Stock TNE at least sets the cost of raising an att to being twice the cost of raising a skill. (Hobby skills costs...)

If you want point-based traveller, play GT... CG was NOT one of TNE's "Problems."
 
Perhaps you could adjust difficulty levels to reflect degree of training. Or for those with high stats rather than skills increase the time taken to complete a task to reflect the fact that the the high stat character has to figure out what to do before doing it while the one with high skill knows what to do right off.

The Str thing for mechanics? It comes down to that well known mechanics saying "When in doubt use a bigger hammer" Seriously though I have a house rule which results in the attribute being changed depending upon what is actually being attempted. For example undoing a tight nut may be a Str based mechanics task, welding a pipe together for an exhaust is more likely to be Agility.
 
Originally posted by Aramis:
Eduardo: only a few urban districts have allowed such specialization in high-school. High-school is still mostly generalized; the smaller the district, the more the generalization of the programs.

Michael: Stock TNE at least sets the cost of raising an att to being twice the cost of raising a skill. (Hobby skills costs...)

If you want point-based traveller, play GT... CG was NOT one of TNE's "Problems."
Two people, two options.

I considered CG the biggest problem of TNE and the other GDW systems. Yet I prefer it's greater attribute spread and the fact that most attributes are necessary/useful to the GURPS "4 woth 2 useful" approach, so the "use GURPS" approach is not the way to go.

I just dislike fixed careers(1) and fixed term length, especially since we used the same CG system for Twilight/Merc games where the problem is/was far more pronounced with different university/education systems, different military system etc. Add in that stuff like rank and contacts is rather limited and a change in CG was the way to go.

(1) That's why i.e I switched from Interlock to Fuzion for playing CP a long time ago
 
I liked the way R. Talisorian's Cyberpunk handled INT based 'expert' skills, i.e. the character had a general skill of say, electronics, and then could pick up 'expert: comp. systems', or another example: 'Basic Tech' with 'Expert: IC engines, based on the INT stat. I tyr to do the same with TNE and MT, but it doesn't quite work out for me to do that, yet. Still looking for a workable tweak for the 2D6 and TNE's D20 system. I'm not good at probabilities and increasing the granularity, so I cadge stuff and try to mondify it.

I don't play combat oriented games much any more, so the combat systems playability means almost nothing to me.

Eduardo: only a few urban districts have allowed such specialization in high-school. High-school is still mostly generalized; the smaller the district, the more the generalization of the programs.
I was going by my little town, now a suburb of a moderate sized city. The stuff available is much better than when I went to the same school. We had 'wood shop', 'or 'metal shop', mechanical drawing, or typing and bookkeeping, and that was pretty much it.

Now they got auto mechanics, computer networking, software training, Jr. College tech and academic extension courses, and actual apprenticeship type jobs available for the 'industrial arts'. This is small, older suburb, so it's a vast improvement, at least for here.

The bigger city has magnet schools, and even more indepth skills development depts.

Not that everybody takes advantage of it, but it's there if they want it. A lot more people are living in urban areas since I went to school. But, I can see where generalization would be the case out in the boonies, 300 miles from nowhere, but that is dwindling; eventually states will hit on a different way of funding, and even that disparity will diminish somewhat. Well, assuming any of us here in the States even have jobs in the future, anyways.
 
On high school specialization, Eduardo is correct stating there are many with specializations now. My oldest son graduated this weekend with his A+ certifications and college credits.

Primary and Secondary education varies quite a bit from state to state and within Texas, from district to district. Amarillo has a pop of 186,000 and we have 5 Independent School Districts in the city limits. The computer courses my son took are only available in 1 of those 5.

A little district NE of here - Texas rating of 1A or 2A - has similar course offerings due to a lot of oil wealth.
 
Employee 2-4601:

Great insights sir (hat's off!). Although I game now in T20, (it set in a TNE-setting, circa 1210), I find your take on the book most refreshing. Good Job!

I still use the tables there for monetary exchange rates (in TNE page 230), and having gotten the T20 pdf chargen, note that many of the careers mentioned in the TNE-Chargen early section have been reproduced.

YAY!

I still utilize the "card motivations" system for NPC's--too useful a tool to ignore. (nods to other posters). Makes for an eloquent Sallust-thumbnail of why the NPC does/ is doing/ has done what he/she/it has, yessir.

All too true however, GM's throw Virus every time out as an excuse out as an ecounter (and for folk of the collapse Virus was just the final nail after the Rebellion "Final War" end of the 3rd Imperium.). I prefer the opposite--Viral encounters rare, and weird.

How humaniti has changed facing 70-80 years of this isolation is far more our usual fare in MTneU!

Thanks for the topic! Enjoyed it.
 
Originally posted by BillDowns:
On high school specialization, Eduardo is correct stating there are many with specializations now. My oldest son graduated this weekend with his A+ certifications and college credits.

Primary and Secondary education varies quite a bit from state to state and within Texas, from district to district. Amarillo has a pop of 186,000 and we have 5 Independent School Districts in the city limits. The computer courses my son took are only available in 1 of those 5.

A little district NE of here - Texas rating of 1A or 2A - has similar course offerings due to a lot of oil wealth.
Most of the texts reference increasing standardization as a general rule. (I'm working on my MAED currently). Charter schools and magnate schools being exceptions. Texas is notable for not having been increasing core requirements lately; several states have been. Alaska just recently implemented changes resulting in only one elective choice per semester for the whole of high-school. Washington State likewise recently increased non-elective requirements. The educational professional journals constantly seem to be citing more centralized curricular standards.

Consider yourselves lucky that your children have such choices; but don't deceive yourself, either; I've known several people who took the two-weekend course offered by CompUSA and passed the A+ exams.

Representing such "specialization" in secondary education is, quite honestly, not best handled by the background skills. That I was in NJROTC and Choir, and also took and passed FAA ground school as part of high-school... well, what DID I learn? Air Nav, Sea Nav, Leadership, performance, and rifle. Enough to justify a TNE level in any of them? Well, maybe. Add my CAP and Fire Department explorer time? you dilute the pool even further, although I do probably qualify for Perform - Vocal 1 and quite probably Navigation 1. The Perform Vocal, however, started in Elementary school. The Navigation, well, I did a LOT of work on that in HS, both in and outside of school.

Background skills represent not the HS "specialization", but the skills most strongly reinforced throughout pre-enlistment. A mix of hobbies and training.

To give a comparison, in GURPS, a character point was at one point defined to be about 250 hours of study. One high-school period is typically 36 weeks of 5 hours each per year: 180 hours. after deducting time for assemblies, passing periods, etc, that's good enough for half-a-point. TNE skill 1 is roughly equivalent to GURPS skill of 1 or 2 points! So, a level 1 skill would be 2 to 4 years of electives.

Now, at peak, a TNE character gets about 14 skill levels (4 from term, 2 from hobby, up to 6 from first term, one each from commission and promotion) in 4 years of full time work. 3.5 skill levels in a year, and we can assume 50 weeks of 40 work hours for 3 (ignoring hobbies), or 3 levels = 2000 hours, or about 650 hours per level.
 
Actually: 250 hours of casual learníng in GURPS. There are some ways to speed this up. IIRC some can be applied to school/university, others to basic training.
 
Comments about the TNE Task Resolution System

D10, D20 and D6? I don't like this... IMHO one big strength of Traveller was the use of a small number of six-sided dice, with no need to buy obscure dice types (as in any version of D&D) or own massive amounts of D6's (as in Shadowrun).

The notes about emulating D20 with D10 are quite useful, and the notes about the statistical effect of using multiple dice (e.g. 2D6) are interesting and useful too.

Skills and Attributes are added togather? *sigh* This seems quite bad to me, as Attributes are usually much higher than Skills, and thus it means that the task system favours Attributes over Skills, which seems to me as contrary to the Traveller feel of "training is the most important thing a character has".

The idea of writing down "Asstets", that is Attribute+Skill speeds the task system up. However, it doesn't change the "Attributes over Skills" issue.

Difficulty Levels: these are the same in concept as in MT and T4; one one hand, they give a verbal assessment to the difficulty, but on the other hand, they require you to remember which target number/dice-mechanic is used.

Automatic Tasks (i.e. performing routine tasks with no need to roll) are a very good idea, as they reduce die rolling and focus on the story.

tasks are handled by MULTIPLICATIONS of the relevant Asset by a difficulty-based factor and then rolling 1D20 below that number- which is BAD IMHO. VERY BAD. Very counter-intuitive, as the target numbers are going to be calculated individually for every Asset alone. However, this could be mitigated to a certain degree by calculating the values at CharGen and recording them on the Character Sheet beforehand, but still, the amount of number-crunching required by this task system is enourmous.

Automatic success and failure are handled in the following way: a natural roll of 1 is ALWAYS a success, a natural roll of 20 is ALWAYS a failure. An OK mechanic.

There are FOUR ways to use more than one Asset in the same task? Even more complexity :(

Outstanding (i.e. critical) Success and Catastrophic (i.e. critical) Failure are linked to the Target Number, which is a good idea by itself, though the way the target numbers are generated is BAD.

Uncertain Tasks (p.111) seems like a concept borrowed from MT, though the mechanic is very interesting in that BOTH the Referee and the Player roll on the same time, so that the Player has some indication of her success or failure, but the Referee's roll serves as an uncertainity factor. This is the only part of the TNE task system worth borrowing into other systems, IMHO.

The Bottom Line? I don't like this Task System. Overcomplex, number-crunching, favours Attributes over Skills and is spread over 6 pages with no one-page summery. Could it be replaced by UGM? Possibly, depending on how high skills and attributes could go in TNE.
 
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