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Old January 23rd, 2018, 08:19 PM
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Default A Manual of Common Tasks

Had this idea of putting together a Manual of Common Tasks. The U.S. Army has several of these. I thought we could do something similar. Made for MgT2, of course. You might recognize some of these from over the years. Also found out that there's no Forgery skill in MgT2.

Here's 12 more tasks for you.

To determine the Starship's location by system beacon after exiting from JumpSpace
Easy (4+), Electronics (Comms) check, (1D Seconds, EDU)

To break in on a Comm Channel
Difficult (10+), Electronics (Comms) check (1D x 10 Seconds, EDU)

To locate the source of a radio transmission
Difficult (10+), Electronics (Comms) check (1D Minutes, EDU)

To scan for unidentified Starships
Average (8+), Electronics (Sensors) check, (1D x 10 Seconds, EDU)

To determine the Starship's location without a system beacon after exiting from JumpSpace
Very Difficult (12+), Electronics (Sensors) check, (1D x 10 Minutes, EDU)

To force a Maneuver Drive beyond its operating limits (OverDrive a Maneuver Drive)
+1G - Average (8+), Engineer (m-drive) check (1D x 4 Hours, INT)
+2G - Difficult (10+), Engineer (m-drive) check (1D x 10 Minutes, INT)
+3G - Very Difficult (12+), Engineer (m-drive) check (1D x 10 Seconds, INT)
+4G - Formidable (14+), Engineer (m-drive) check (1D Seconds, INT)

To perform a System Crosscheck on an Engineering system
Average (8+), Engineer (ship's system) check (1D Minutes, EDU)
- Exceptional Success: +3 to next (ship's system) check, +1 to the next following (ship's system) check
- Average Success: +2 to next (ship's system) check
- Marginal Success: +1 to next (ship's system) check
- Marginal Failure: -1 to next (ship's system) check, a Warning Light, but no situation occurs later
- Average Failure: -2 to next (ship's system) check, a Warning Light situation (system malfunction) to occur later
- Exceptional Failure: -3 to next (ship's system) check, a Warning Light situation (complete system shutdown) to occur within 1D x 4 Hours

To stay in formation with another Starship
Average (8+), Pilot (Spacecraft) check (1D x 10 Minutes, EDU)

To hide a Starship behind an asteroid
Difficult (10+), Pilot (Spacecraft) check (1D x 10 Seconds, INT)

To find information about a mysterious Patron
Difficult (10+), Streetwise check (1D x 4 Hours, INT)

To cross a Vacuum World on foot
Average (8+), Vacc Suit check (1D Hours, END)

To attempt an unusual maneuver in a Vacc Suit
Difficult (10+), Vacc Suit check (1D x 10 Seconds, DEX)
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Old January 23rd, 2018, 08:25 PM
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Shades of Mongoose reinventing MegaTraveller...
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Old January 23rd, 2018, 08:49 PM
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Quote:
Originally Posted by infojunky View Post
Shades of Mongoose reinventing MegaTraveller...
Good eye! Several of those are from MegaTraveller.
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Old January 23rd, 2018, 08:56 PM
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Good eye! Several of those are from MegaTraveller.
Honestly with a little work the manuel could work for most editions of the rules.
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Old January 23rd, 2018, 11:27 PM
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Looks similar to the task lists I've used.
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Old January 24th, 2018, 09:24 PM
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Quote:
Originally Posted by infojunky View Post
Honestly with a little work the manuel could work for most editions of the rules.
I wish I had the time to make it for all editions.

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Originally Posted by ShawnDriscoll View Post
Looks similar to the task lists I've used.
Would you mind posting any?
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Old January 24th, 2018, 09:37 PM
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I wish I had the time to make it for all editions.
With the current edition of MgT you would 3/4s or better of the way there.
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Old January 27th, 2018, 11:46 PM
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To determine the Starship's location without a system beacon after exiting from JumpSpace
Very Difficult (12+), Electronics (Sensors) check, (1D x 10 Minutes, EDU)
why very difficult? with deneb nearby seems all you'd need is an orientation and brightness check. and it seems like a navigation skill.
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Old January 28th, 2018, 04:08 AM
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And this is why I dislike task libraries.

The original intent was for the referee to make up the target number/difficulty on the hoof, not produce a 278 page spreadsheet of every task ever written in every game book.

A sample of common applications showing a new ref how to do this would be how I would have done it.

Establishing your approximate position following a jump, with a working computer and sensor suite, would be routine. Take your time and it drops to trivial. Need your exact position relative to the stuff in the system you have jumped to and it will take longer to run the calculations and comparisons with the nav data base, but it is a basic trig problem.

This is another issue with task libraries, the people who write the tasks often get them wrong or misapply them. The task roll becomes the focus of the event/encounter/scene rather than the role playing of the players and the actions of their characters.

Another thing game authors need is a basic understanding of probability.

Every task you have to succeed in to do something in a scene/encounter/event is actually lowering the chance the characters will succeed.

Requiring half a dozen (I'm inflating the number for dramatic effect) tasks to be successful to initiate a jump (that in CT didn't even warrant a roll of the dice) just causes more mishaps.

It's as if the game designers think the players are only happy and engaged with the game if they are rolling dice.

That all said, a comprehensive list of typical situations that may require a task roll could be useful to a lot of referees.
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Last edited by mike wightman; January 28th, 2018 at 04:36 AM..
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Old January 28th, 2018, 12:22 PM
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It's as if the game designers think the players are only happy and engaged with the game if they are rolling dice.
well, what else would game designers design?
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