• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

How do you handle TL?

How do you handle TL differences in your game (or, do you bother with it at all)?



Here's and idea of how this gets worked out in my game (but, I'm open to changing things...if I see something I like better).


First, for the PCs, I record TL for each skill they have. Click on the character sheet in my sig, and you'll see spaces next to each skill for that skill's TL.

I base this TL on "category TL" from that character's homeworld (category TL from the DGP rules in Grand Census).

For example, there is a character in our PC party from Pysadi, in the Aramis subsector of the Spinward Marches. Pysadi is an overall TL 4 world (from the UWP), but the planet's medical technology lags behind somewhat at TL 2.

The character from Pysadi has picked up a Medical skill, and typically, this skill should be listed as that of the character's homeworld. (So, the character should have Medical-3 learned at TL 2).

But, I will step in as a GM and make "adjustments" based on logic and the character's past. We've determined (though character generation) that, even though the character's homeworld is Pysadi, the character left that world at age 19 to join the crew of a free trader (where he's spent that last 12 years).

So, logic and character generation tells me that this character (his name is Da Bien-Ha) learned his medical skill during his time aboard the free trader...instructed by the ship's captain (who has Medical-4 from his homeworld on Aramis at TL D).

Therefore, I've changed this character's Medical TL to TL D.

Also taken into consideration for this character is that Pysadi's starport is TL A. Since Da grew up in-and-around the starport (his parents are starport workers), I've based all of Da's TL's on the starport TL 10 and not Pysadi's overall TL 4.

So, Da's skills on his character sheet look like this:

Streetwise-2 @ TL 8 (based on Pysadi's starport)

JOT-1 @ TL 8 (based on Pysadi's starport)

Medical-3 @ TL D (based on instructor's TL)

Electronics-1 @ TL 8 (based on Pysadi's starport)

Grav Vehicle-1 @ TL 8 (based on Pysadi's starport)


This is a more "complicated" example. The simple way to put it is to say: I make TL decisions for character's skills based on where the skill was learned.

Typically, I'll simply use the homeworld's TL in each specific "TL category", but I'll make changes if necessary (as I did with Da, above, in that he grew up in the TL 10 starport enviorns of a TL 4 world).
 
How do you handle TL differences in your game (or, do you bother with it at all)?



Here's and idea of how this gets worked out in my game (but, I'm open to changing things...if I see something I like better).


First, for the PCs, I record TL for each skill they have. Click on the character sheet in my sig, and you'll see spaces next to each skill for that skill's TL.

I base this TL on "category TL" from that character's homeworld (category TL from the DGP rules in Grand Census).

For example, there is a character in our PC party from Pysadi, in the Aramis subsector of the Spinward Marches. Pysadi is an overall TL 4 world (from the UWP), but the planet's medical technology lags behind somewhat at TL 2.

The character from Pysadi has picked up a Medical skill, and typically, this skill should be listed as that of the character's homeworld. (So, the character should have Medical-3 learned at TL 2).

But, I will step in as a GM and make "adjustments" based on logic and the character's past. We've determined (though character generation) that, even though the character's homeworld is Pysadi, the character left that world at age 19 to join the crew of a free trader (where he's spent that last 12 years).

So, logic and character generation tells me that this character (his name is Da Bien-Ha) learned his medical skill during his time aboard the free trader...instructed by the ship's captain (who has Medical-4 from his homeworld on Aramis at TL D).

Therefore, I've changed this character's Medical TL to TL D.

Also taken into consideration for this character is that Pysadi's starport is TL A. Since Da grew up in-and-around the starport (his parents are starport workers), I've based all of Da's TL's on the starport TL 10 and not Pysadi's overall TL 4.

So, Da's skills on his character sheet look like this:

Streetwise-2 @ TL 8 (based on Pysadi's starport)

JOT-1 @ TL 8 (based on Pysadi's starport)

Medical-3 @ TL D (based on instructor's TL)

Electronics-1 @ TL 8 (based on Pysadi's starport)

Grav Vehicle-1 @ TL 8 (based on Pysadi's starport)


This is a more "complicated" example. The simple way to put it is to say: I make TL decisions for character's skills based on where the skill was learned.

Typically, I'll simply use the homeworld's TL in each specific "TL category", but I'll make changes if necessary (as I did with Da, above, in that he grew up in the TL 10 starport enviorns of a TL 4 world).
 
When we're talking about NPC's, I'll typically just choose a quick TL for a skill if it's important.

If we're somewhere on Pysadi, for example, but the party has run into a Corsair band, I'll base TL on the corair's background (somewhere TL 10-13, typically for a spacefaring pirate).

I'll choose what I think is appropriate.
 
When we're talking about NPC's, I'll typically just choose a quick TL for a skill if it's important.

If we're somewhere on Pysadi, for example, but the party has run into a Corsair band, I'll base TL on the corair's background (somewhere TL 10-13, typically for a spacefaring pirate).

I'll choose what I think is appropriate.
 
When it becomes important in a game (to know whether TL is important to the task at hand), I'll roll a quick throw.

Let's say one of the natives from Pysadi gets his hands on Da's (above) medical gear.

A typical (non-starport) native, with Medical-1 skill on Pysadi has that skill at TL 2. Da's medical scanner is a TL 11 piece of equipment.

I'll subtract the two TL's and then roll that number or higher for the TL 2 medic to be able to use and understand the TL B equipment.

I might make this a UGM task: Medical/EDU/-1.

(Which is basically a 2D for 9+ roll, using Medical skill and EDU as modifiers).

If the throw is successful, the native Pysadian has figured out how to use the higher Tech equipment.

I might make a similar throw should a TL D person be trying to use TL 2 equipment, but I'll usually throw in some generous modifiers since logic dictates that "going backward" is typically easier than "going forward". For example, I usually don't even mess with some character, able to use a TL 13 fusion gun, when he picks up a flint-lock pistol.






Anyway...how do you handle TL in your game?

Do you even bother?

Can any character from any background operate any TL equipment as long as he has the skill? Or, does TL play a part?
 
When it becomes important in a game (to know whether TL is important to the task at hand), I'll roll a quick throw.

Let's say one of the natives from Pysadi gets his hands on Da's (above) medical gear.

A typical (non-starport) native, with Medical-1 skill on Pysadi has that skill at TL 2. Da's medical scanner is a TL 11 piece of equipment.

I'll subtract the two TL's and then roll that number or higher for the TL 2 medic to be able to use and understand the TL B equipment.

I might make this a UGM task: Medical/EDU/-1.

(Which is basically a 2D for 9+ roll, using Medical skill and EDU as modifiers).

If the throw is successful, the native Pysadian has figured out how to use the higher Tech equipment.

I might make a similar throw should a TL D person be trying to use TL 2 equipment, but I'll usually throw in some generous modifiers since logic dictates that "going backward" is typically easier than "going forward". For example, I usually don't even mess with some character, able to use a TL 13 fusion gun, when he picks up a flint-lock pistol.






Anyway...how do you handle TL in your game?

Do you even bother?

Can any character from any background operate any TL equipment as long as he has the skill? Or, does TL play a part?
 
For me, TL is local manufacturing capability. Some, occasionally even most, will have higher tech stuff, as imports.

So, on Psaydi, the TL 7 filter masks are no surprise, despite the local TL (4 or 5, I forget).

I limit high-common in use TL to 1Jn where N is max jump of the best TL of the pair.

I assume that TL penalties apply only to non-imperial tech. For simplicity.
 
For me, TL is local manufacturing capability. Some, occasionally even most, will have higher tech stuff, as imports.

So, on Psaydi, the TL 7 filter masks are no surprise, despite the local TL (4 or 5, I forget).

I limit high-common in use TL to 1Jn where N is max jump of the best TL of the pair.

I assume that TL penalties apply only to non-imperial tech. For simplicity.
 
I just wing it, there's too many factors involve. a steam vehicle tech 4 driver may have little difficulty figuring out how to drive an airraft tech 11, but someone with medical tech 4 won't be able to understand or use tech 11 equipment without some major education first. a mech 4 tech 2 man may be able to figure out what an airlock hatch is supposed to do, but he'll probably just stare at a broken jump drive.

maybe maximum skill levels could be tied to tech levels. anyone can get mech 1, have to be over tech 4 to get mech 2, have to be over tech 7 to get mech 3, etc.
 
I just wing it, there's too many factors involve. a steam vehicle tech 4 driver may have little difficulty figuring out how to drive an airraft tech 11, but someone with medical tech 4 won't be able to understand or use tech 11 equipment without some major education first. a mech 4 tech 2 man may be able to figure out what an airlock hatch is supposed to do, but he'll probably just stare at a broken jump drive.

maybe maximum skill levels could be tied to tech levels. anyone can get mech 1, have to be over tech 4 to get mech 2, have to be over tech 7 to get mech 3, etc.
 
Originally posted by flykiller:
a mech 4 tech 2 man may be able to figure out what an airlock hatch is supposed to do, but he'll probably just stare at a broken jump drive.

As you can tell from the above...I pretty much wing it too. I don't worry about it unless it seems like a factor in the game...then I come up with something.

But, my question to you would be: Do you assign TLs to your PC's skills, like I do?

Or, do you assign a single TL to the character, like some other GMs I know do?

From your example above...how do you know the Mechanical-4 dude's knowledge is TL-2?
 
Originally posted by flykiller:
a mech 4 tech 2 man may be able to figure out what an airlock hatch is supposed to do, but he'll probably just stare at a broken jump drive.

As you can tell from the above...I pretty much wing it too. I don't worry about it unless it seems like a factor in the game...then I come up with something.

But, my question to you would be: Do you assign TLs to your PC's skills, like I do?

Or, do you assign a single TL to the character, like some other GMs I know do?

From your example above...how do you know the Mechanical-4 dude's knowledge is TL-2?
 
From your example above...how do you know the Mechanical-4 dude's knowledge is TL-2?
I don't, just citing a theoretical.

I don't assign tech levels, and it really hasn't come up in anything I've done so far. skills generally either translate straight across (musket to gauss rifle, with some guidance) or they don't translate at all (ocean-going navigation tech 1 to stellar navigation tech 13). beyond that it's case-by-case.
 
From your example above...how do you know the Mechanical-4 dude's knowledge is TL-2?
I don't, just citing a theoretical.

I don't assign tech levels, and it really hasn't come up in anything I've done so far. skills generally either translate straight across (musket to gauss rifle, with some guidance) or they don't translate at all (ocean-going navigation tech 1 to stellar navigation tech 13). beyond that it's case-by-case.
 
Originally posted by Supplement Four:
How do you handle TL differences in your game (or, do you bother with it at all)?
Ken,

I did tackle TL differences but not at the level of detail you do.

First, I realised early that TL in the Traveller rules and TL in the OTU setting were two very different things. (Just how different is not the topic of this thread, so that's all I'll say on the topic.)

Second, none of the player-characters in my groups ever came from an actual pre-industrial planet or lacked a prior career that would have made up for such an upbringing. In otehr words, no one in my groups ever played a barbarian.

Third, how much difference is there really between Auto Pistol (TL6) and Auto Pistol (TL 8)? Instead of tracking TLs for each player's skills, I simply made on the spot decisions regarding the player's familiarity with the equipment in each given situation. That familiarity could be effected by much more than just TL however.

For example; a PC who 'learned' Engineering during a free trader career wouuld not be as 'familiar' with large commerical and military jump drives as they were with smaller units aboard Beowulfs and Maravas. Because I used MT's task system, it was then a simple matter to either fiddle with task difficulty, task durations, and/or skill additions to achieve the effect I desired. The result might be Okay, you're not familiar with the drives Arekut installs in these Mammoth transports so the task will be routine, not simple, and take 25% longer.

So the 'system' I used was sweet, simple, and explained to the players as it was imposed without the need for additional paragraphs of rules, extra record keeping, or the certain chance of unplanned loopholes. I can't say there were never any complaints; kvetching is what role-playing is all about forsome people and I did change my mind on those occasions when a player reminded me they had operated 'unfamiliar' equipment before, but the 'system' worked without any need for a formal system at all. It was just plain old common sense.

NPCs were another matter entirely. Because I had created them, I knew what each was capable of or not. True barbarians and other low-tech types were simply prohibited from certain tasks involving certain equipment. Other tasks could be performed at a 'cargo cult' level of knowledge or with extensive modifiers. The decision of just what couldn't or could be attempted was only mine as the GM and that decision was either made on the spot or earlier.

Again there was no formal system and no need for a formal system. It was just common sense.


Have fun,
Bill
 
Originally posted by Supplement Four:
How do you handle TL differences in your game (or, do you bother with it at all)?
Ken,

I did tackle TL differences but not at the level of detail you do.

First, I realised early that TL in the Traveller rules and TL in the OTU setting were two very different things. (Just how different is not the topic of this thread, so that's all I'll say on the topic.)

Second, none of the player-characters in my groups ever came from an actual pre-industrial planet or lacked a prior career that would have made up for such an upbringing. In otehr words, no one in my groups ever played a barbarian.

Third, how much difference is there really between Auto Pistol (TL6) and Auto Pistol (TL 8)? Instead of tracking TLs for each player's skills, I simply made on the spot decisions regarding the player's familiarity with the equipment in each given situation. That familiarity could be effected by much more than just TL however.

For example; a PC who 'learned' Engineering during a free trader career wouuld not be as 'familiar' with large commerical and military jump drives as they were with smaller units aboard Beowulfs and Maravas. Because I used MT's task system, it was then a simple matter to either fiddle with task difficulty, task durations, and/or skill additions to achieve the effect I desired. The result might be Okay, you're not familiar with the drives Arekut installs in these Mammoth transports so the task will be routine, not simple, and take 25% longer.

So the 'system' I used was sweet, simple, and explained to the players as it was imposed without the need for additional paragraphs of rules, extra record keeping, or the certain chance of unplanned loopholes. I can't say there were never any complaints; kvetching is what role-playing is all about forsome people and I did change my mind on those occasions when a player reminded me they had operated 'unfamiliar' equipment before, but the 'system' worked without any need for a formal system at all. It was just plain old common sense.

NPCs were another matter entirely. Because I had created them, I knew what each was capable of or not. True barbarians and other low-tech types were simply prohibited from certain tasks involving certain equipment. Other tasks could be performed at a 'cargo cult' level of knowledge or with extensive modifiers. The decision of just what couldn't or could be attempted was only mine as the GM and that decision was either made on the spot or earlier.

Again there was no formal system and no need for a formal system. It was just common sense.


Have fun,
Bill
 
alpha.gif
I've never really liked the idea of tech levels. There was always something about them that I just didn't like. Maybe because it always felt like it required far too much book-keeping on my part to use effectively? I'm not sure.

That said, I don't really use TL as a differentiator at all. At least, I do not go out of my way to list TL at every given opportunity. As such, there are different tech levels IMTU, but any differences are handled on a case by case basis as it impacts the PCs.

In other words - I too just wing it.
 
alpha.gif
I've never really liked the idea of tech levels. There was always something about them that I just didn't like. Maybe because it always felt like it required far too much book-keeping on my part to use effectively? I'm not sure.

That said, I don't really use TL as a differentiator at all. At least, I do not go out of my way to list TL at every given opportunity. As such, there are different tech levels IMTU, but any differences are handled on a case by case basis as it impacts the PCs.

In other words - I too just wing it.
 
I generally allow anyone from TL 7+ and/or Starport C+ to be able to operate the standard civilian range of TLs, at least in the area.

Military members (includes scouts) should be familiar with all TLs available.
 
I generally allow anyone from TL 7+ and/or Starport C+ to be able to operate the standard civilian range of TLs, at least in the area.

Military members (includes scouts) should be familiar with all TLs available.
 
Back
Top