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Expanding Background Skills

Spinward Scout

SOC-14 5K
Baron
So I wanted to expand Background Skills a bit to make a more rounded character and give the player a chance to ask questions about their surroundings and upbringing while in a game.

I'm also thinking about adding a Family Background Skill to show something the character did with or because of their family.

What do you think?
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EXPANDED BACKGROUND SKILLS

All applicable Homeworld Skills

1 0-level Imperium Knowledge (History, Law, Races, Worlds, Banking and Currency, Starships and Starports, TL-14 Technology, Nobles and Celebrities, etc...)
1 0-level Known Space Knowledge
1 0-level Background School Skill
1 0-level Background Hobby Skill

EDU DM in 0-level Background Skills

Level in Language (Anglic) equal to your EDU DM
EDU DM in 0-level Language Skills
 
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I too feel like the Background Skills rules in MgT could be fleshed out a bit more.

The Imperium and Language skills are great! I use something similar IMTU, so players can choose to roll against this to know something people from other areas (subsectors) may not know, or to find a broker or what have you. It really helps with verisimilitude and the players having a sense of ownership of the campaign area ("Five Sisters?! That's my home subsector too!"). Foreign languages don't really feature IMTU right now but the EDU DM mechanic you describe is a good idea.

What do you envision as School/Hobby skills? I think by 1105 3I reckoning everyone will have some understanding of starships so Space Knowledge works for me.

If my players have nothing to bring to the table regarding background/history, I have them roll on a chart that gives them their Birthworld and Upbringing, both of which give the character skills to choose from or roll for. I like it because it feels like Career resolution in that you're figuring out the story as you work your way thru the charts.

I always thought it weird that the old CT Supp Forms & Charts gave you a Birthworld slot on the PC sheet but no mention of Birthworlds anywhere in the rules... <shrug>

Been trying to post a screengrab but no love. I'll add a link to the Files forum soon, curious what you'd think of my swipe at this.

Edit: think I figured it out...
 

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The screengrab it a little tough on my old eyes, but... that is fantastic! It reminds me a bit of the backgrounds in LUG Star Trek. I would definitely use it.

I was just using the list in the book for School/Hobby skills.
 
It's like that table from Advanced Dungeons and Dragons that has no relevance to combat, thieving or casting results, but might on blacksmithing, horse grooming or hunting.

Later on, that's expanded to academic and cultural knowledge.

If your game tends to be a first person shooter, it doesn't matter; it depends on how much impact it has on game play, and how you'd compensate for it.
 
I too feel like the Background Skills rules in MgT could be fleshed out a bit more.

The Imperium and Language skills are great! I use something similar IMTU, so players can choose to roll against this to know something people from other areas (subsectors) may not know, or to find a broker or what have you. It really helps with verisimilitude and the players having a sense of ownership of the campaign area ("Five Sisters?! That's my home subsector too!"). Foreign languages don't really feature IMTU right now but the EDU DM mechanic you describe is a good idea.

What do you envision as School/Hobby skills? I think by 1105 3I reckoning everyone will have some understanding of starships so Space Knowledge works for me.

If my players have nothing to bring to the table regarding background/history, I have them roll on a chart that gives them their Birthworld and Upbringing, both of which give the character skills to choose from or roll for. I like it because it feels like Career resolution in that you're figuring out the story as you work your way thru the charts.

I always thought it weird that the old CT Supp Forms & Charts gave you a Birthworld slot on the PC sheet but no mention of Birthworlds anywhere in the rules... <shrug>

Been trying to post a screengrab but no love. I'll add a link to the Files forum soon, curious what you'd think of my swipe at this.

Edit: think I figured it out...

see, i've always felt that anything that "everyone knows" shouldn't be a skill....because everyone knows it already.

If its common knowledge that, say, "Duke Norris has a long standing disagreement with the Duchess of Mora on naval policy", I don't see any reason why I shouldn't just tell the players that in as many words, at the appropriate time. If its some less well known piece of info, that the players have to know (for whatever reason), then i'd just get them all to roll EDU and whoever scores best gets to know it.


Language has been something of a problem for me, because Im not sure how common Anglic is as a language, and wether the players all speak it as the only language, their primary language (with a planetary dialect/language as a secondary), or weather they all learnt it later in life as its actually somewhat uncommon to speak it as its a "traders language" (like say English is in many parts of the world)
 
Spinward Scout, I like your idea in principle, but I'm not so sure about an implementation where =every= PC has a 0-level foreign language, a 0-level hobby, a 0-level Known Space skill, etc. I can see it coming up in table conversation: "OK, who has a bit of Icelandic to talk with these Sword Worlders?" or "Really, none of y'all took sewing as a hobby?" or "Who knows stuff about the Vargr?" If it's just assumed that everybody knows a little bit about something, it becomes just another game mechanic, and loses some flavor IMHO.

I =like= the idea, just want to see some more ideas on implementation.
 
Spinward Scout, I like your idea in principle, but I'm not so sure about an implementation where =every= PC has a 0-level foreign language, a 0-level hobby, a 0-level Known Space skill, etc. I can see it coming up in table conversation: "OK, who has a bit of Icelandic to talk with these Sword Worlders?" or "Really, none of y'all took sewing as a hobby?" or "Who knows stuff about the Vargr?" If it's just assumed that everybody knows a little bit about something, it becomes just another game mechanic, and loses some flavor IMHO.

I =like= the idea, just want to see some more ideas on implementation.

I didn't understand the language issue as knowing a foreign language, but, assuming Galanglic is not spoken in every world, his homeworld one (let's imagine somone coming from a vilani world, where main language is Vilani, so this carácter is likely to know it).

About hobbies, it all depends on what are hobbies considered. Skils like athletics, etc can easily be in this cathegory...
 
Spinward Scout, I like your idea in principle, but I'm not so sure about an implementation where =every= PC has a 0-level foreign language, a 0-level hobby, a 0-level Known Space skill, etc. I can see it coming up in table conversation: "OK, who has a bit of Icelandic to talk with these Sword Worlders?" or "Really, none of y'all took sewing as a hobby?" or "Who knows stuff about the Vargr?" If it's just assumed that everybody knows a little bit about something, it becomes just another game mechanic, and loses some flavor IMHO.

I =like= the idea, just want to see some more ideas on implementation.


Well you might like my approach then.

I want customized characters but I also want simplicity, the character should fit on a 3x5 card.
My approach is to go wide-open skill then ditch the cascading, and instead go for a thing I call familiarity.

So for instance Engineering in CT is pretty wide open and powerful, Engineering in MgT is more cascadey.

My take would be to do Engineering, then determine what the character is familiar with.

So a merchant engineer would be familiar with a lot of the lower-end alphabet drives not just specializing in jump. That character might be Engineering-0 with a big ol' Imperial battlewagon drive room- until they get time on the equipment, which I use the CT Instruction skill timing/rolls for, as the character understands the basics but gets up to speed on the Big Ship.

Similar thing with naval career engineers, they would have worked Big High Guard engine rooms but be a bit lost on the gotchas and shortcuts endemic to small traders/liners.




Instead of SMG or Laser Weapons or what have you, Gun (familiar with SMG, Laser), and the character can get up to speed with other weapons in weeks- but then loses their familiarity with the previous muscle memory of the other guns over a few years.

Melee for hand weapons and/or unarmed combat disciplines.

Vehicles for everything driven, probably more difference in aerial vs. ground vs. nautical craft.


Limit it one familiarity per skill level, so Gun-4 guy could become familiar at skill level 4 with 4 weapons- but that character would have to be practicing with all 4 constantly so other familiarities would slide and there is no time to learn new skills.

That's a big element to keep up, what the character does is what they are 'hot' on, stepping away from the previous Engineering familiarity for then years likely means another familiarization process.


Now then as for hobbies, I would do familiarity only, no skill levels, and let INT dictate problem-solving and EDU knowledge rolls. Then appropriate actual skills for doing something in that hobby.

So a hobby/knowledge of interior decoration would involve Mechanical for making furniture/doing up walls/making objects, some sort of Art for the coloration and aesthetic choices, possibly Electronics for dynamic wall screen scheme choices or Engineering/Gravitics for high tech floating elements.


The advantage of the familiarity mechanic is that you don't have quite the crazy skillflation especially having to have a defined cascade for EVERYHING, yet can customize the character considerably beyond RAW. You also can have a sense of the character gaining ability or evolving without the huge overhead or 'too fast' skill acquisition.

But what's fun is doing discovery on the character- dynamically determining these things during play.

So they need someone who speaks Icelandic? Some characters with plausible backstories, roll, someone has it, now you know more about them and surprise! Who knew?

I'd limit it so you don't have ersatz Jack of all Trades. Try rolling at or below INT AND EDU to have the familiarity for non-defined hobby/knowledge right then, and below INT for learning a new familiarity over a year or two, with a total limit of EDU for familiarization limits.

As for JoAT skilled characters, they should NEVER get skill-1+ on anything they don't have specific skill in. For hobby/knowledge they should seek familiarity the same way, just no EDU limits.
 
Just to clarify, my system doesn’t give bonus or additional skills, it’s still 3+EDU DM (MgT). Just providing a few extra hooks for character development and role play opportunities.

I like a lot of what others are doing/suggesting here. Might revisit this idea next campaign.
 
Some gaming systems take into account cultural, professional and academic knowledge.

It's more of a question as to how much effect they have on game play, and how this will be compensated for.

As regards to language:

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The Core Rulebook (2nd ed.) allows for Background Skills (see page 8) at level 0 (the number you can have is equal to Education DM +3, so 0 to 6 depending on Education). Per the rulebook, these represent knowledge acquired during adolescence. There are 17 listed, and the referee can (I suppose) limit the Traveller to those likely to have been accessible on the planet of her/his upbringing (and, I suppose, make some others available - e.g. gun/slug thrower might be a common skill on a frontier world where you have to protect your herds from predators). Language is one of the choices ( I suppose you could live in a multi-lingual environment and pick up Vilani, or hear the grandparents speaking it at home).
 
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I definitely like a good suite of Homeworld Background skills, Environmental/Cultural and Education ... and Events that occasionally bulk or elevate those up.
 
One I've found useful is to give everyone a Network (Family) or Network (Childhood)...those persons that their early years means that they know on their homeworld. Per other Networks, they can be useful for finding some who knows someone who knows something.

I've also found that defining that they have Language([Home])+3 or 2xLanguage ([Home])+2 gives the native languages a bit of breadth. The +3 is unaccented; +2 is with a bit of an accent.
 
One I've found useful is to give everyone a Network (Family) or Network (Childhood)...those persons that their early years means that they know on their homeworld. Per other Networks, they can be useful for finding some who knows someone who knows something.

I've also found that defining that they have Language([Home])+3 or 2xLanguage ([Home])+2 gives the native languages a bit of breadth. The +3 is unaccented; +2 is with a bit of an accent.

Network(political) or Network(criminal), given the right law level or government?

I've toyed with the idea of including language skills more freely in character creation, including non-vocal ones: gestural (combat or vacc suit environs), tap-codes (in mines or small ships), even whistled language [wikipedia] (perhaps an alien language adopted by colonists or traders).

I long ago ran a mini campaign where trade languages, pidgins and creoles, figured in. The players broke the mood as they affected bad Jamaican accents. (pre-JarJar Binks). I don't think the trade exploration campaign was BAD idea per se, but I'd have to be a little more choosy about the target audience to revisit it.
 
Both are protection rackets.

Networks means you know someone, or know someone who knows someone, or have the means to contact the appropriate people.
 
EDU DM in 0-level Background Skills

Level in Language (Anglic) equal to your EDU DM
EDU DM in 0-level Language Skills

What happens if the EDU DM is negative?

Has the player to forfeit some of the told skills?

And even worse, has he negative level in Galanglic (aside from not knowing any other one), so being unable to communiate fluidly (as it depends on EDU, probably too heavily slanged or local accent to be understood by most people)?

See that this could have effect in many skills use (mostly in social ones, as Carousing, Steward, etc.)
 
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Twilight Sector's Tinker, Spacer, Psion, Spy has a really cool background skill variant. Basically, you qualify for backgrounds based on the Trade Code as normal OR if you have a Characteristic that is +1 or greater you qualify for backgrounds from that table.

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I came across an interesting suggestion: For street-kids in poorer parts of society, allow them to start as a Drifter (Wanderer) or Rogue (Thief) at age 14 but SOC-3 (min=0) and EDU-3 (min=0) and promotion DM -2 in this term.

The Term or Promotion benefit roll(s) for that first term must be:
1: Addiction (Recreational Drug)
2: Injury
3: Blade
4: Contact (Rogue)
5: Contact (Agent or Citizen)
6+: Ally (Any)

This gives the character an early start but limits the access to anything in the advanced education sphere for life and stunts their social level considerably!
 
So I wanted to expand Background Skills a bit to make a more rounded character and give the player a chance to ask questions about their surroundings and upbringing while in a game.

I'm also thinking about adding a Family Background Skill to show something the character did with or because of their family.

What do you think?
_____

EXPANDED BACKGROUND SKILLS

All applicable Homeworld Skills

1 0-level Imperium Knowledge (History, Law, Races, Worlds, Banking and Currency, Starships and Starports, TL-14 Technology, Nobles and Celebrities, etc...)
1 0-level Known Space Knowledge
1 0-level Background School Skill
1 0-level Background Hobby Skill

EDU DM in 0-level Background Skills

Level in Language (Anglic) equal to your EDU DM
EDU DM in 0-level Language Skills
I would just add a Savant skill to MgT.
 
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