Hmmm, not the real world. I co-published a book that circulates in Europe including Germany. We had to take a swastika off of every page in the book so that it could be sold in Germany. Could you legally role-play in Germany a campaign based on and using the symbols of the Third Reich? Somehow, I sort of doubt that. The real world does impact role-playing.
I use Timelords, which has skills for most everything. I've edited it some - some skills are specializations of others, and shouldn't be their own skill. Others are different enough not to be part of the other skill. Firefighting can default to Damage Control, but a firefighter has a higher skill than the repair party member using his default to DC.Enoki:
Fire Fighting: if you're fighting a fire aboard a ship, you're an idiot. You simply vacuum the compartment - people handle vacuum longer than fire does, and if you have a fire that's self oxidizing, you're not going to put it out without cooling it below ignition temp - usually not practical. The people who would have the skill would not generally be good PC choices.
Damage Control: Mechanical.
Welding: Mechanical.
Plumbing: Mechanical.
Environmental Systems: Mechanical. The control system is electronics.
Martial Arts: Brawling.
You're just looking for skills far more narrow than CT/MT provide for. In MGT, Firefighting is available as a specialization added by the GM - either professional or science.
The road you seem to be going down Enoki leads to hundreds of skills meaning you better have dozens of players each willing to play multiple PCs just so everyone can always be sure that somebody in the party (applying the term very loosely) has the needed skill
"OK, there's a passage door here. Who took 'Turn Knob' as a specialization of their 'Open Door' skill?"
"Nobody? OK, somebody make that their next skill acquisition and then teach a designated second. I guess we blow it again. Front and center Demolitions!"
"...no, I don't know if it's locked. I don't care if you can pick the lock. Unless you have the 'Turn Knob' specialization you're just wasting time. Now get clear, the C4 is set."
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I just have trouble understanding the justification. If you show up to my game, we talk about our style of play with new players, and hash out details. But I've never allowed PLAYER knowledge and CHARACTER knowledge to cross the dividing line. Once, in a game of Top Secret, I had two players. One was in my Russian class. Her PC did not take that language. The other was not in my class, but had take that language. When they were captured and the head of station told the interrogator in Russian to torture the male character, she reacted; he didn't. I had to point out that the PLAYER had knowledge the CHARACTER didn't, and so she failed to roleplay appropriately.Put very bluntly, yes. After all, it is My Traveller Universe, and I am the one that designed the adventure/campaign that he/she is playing it. If it is a merchant oriented campaign, the likelihood of major combat with "baddies" as you put it is not excessively great. I normally do not use random die rolls for encounters, as I pre-plan most things. If for some odd reason, combat does result, I have no problem whatsoever with someone using skills from the real world in the game. I am not asking that you allow it.
As for your example of the 20-something community college student, he/she would not make it into the game to begin with.
I use Timelords, which has skills for most everything. I've edited it some - some skills are specializations of others, and shouldn't be their own skill. Others are different enough not to be part of the other skill. Firefighting can default to Damage Control, but a firefighter has a higher skill than the repair party member using his default to DC.
IMO, DC is a separate skill, because you learn the rote methods of firefighting, dealing with flooding, toxic gas leaks, etc. Welding and plumbing are not mechanical, but subskills thereof. You need the basic skill to learn the subskill. Having mechanical-1 would not allow you to weld with any effectiveness (but then I learned how much I DON'T know about welding when I had to take the Quality Assurance Inspector class - why a Quartermaster should be inspecting welds when a Hull Technician is available is beyond me, but Navy logic often isn't logical). Martial Arts is certainly not brawling. Environmental Systems deals with gasses, liquids, and a lot of other things. You and Far-Trader seem to me to be so against "skill-bloat" that you conflate almost anything.
Amusing, but a little too over the top. I do have hundreds of skills. It's in how you do it. Example: Interrogation / Interview. The description goes into the difference. If you take Interview, you learn how to ask probing questions in a nicer setting, like a journalist or human resources specialist. If you take Interrogation, you may be a cop or spy. 2 skills, same basic idea, but the description means you specify how you learned it. So a retired spy trying to ask questions is going to be a bit rougher than a retired recruiter. It doesn't mean that you need to slog through a small book to get skills. It does mean I can slant skills various ways. That journalist will have a better chance to interrogate someone than an engineer, because he does have Interview. Treat it as Interrogate-1, and go. That spy, trying to be nice and do a little "social engineering" (and when did that term change meaning anyway) uses his Interrogate at -1 to try to get clues to someone's passwords. More depth for little extra effort.
I also have skill packages. A woodsman takes every survival skill and outdoors skill that applies to his neck of the woods.
A city-dweller who learns that stuff may well take Wilderness Craft. He does everything the other guy does, but not as well. A country boy who grew up around guns take weapon specialties. A soldier takes Sidearm and Combat Rifleman. The country boy gets to improvise and snipe, etc. The soldier gets to learn how to aim and fire a typical weapon at typical ranges. The former knows all about DA, SA, revolver, semi-auto, bolt, etc. The latter understands what he did learn by rote.
As far as I'm concerned, skills exist (in real life) for a reason. Often, I can manage something without the skill - dogpaddling, say. But I don't achieve the goal as easily as someone who knows what they're doing. I might take 20 minutes to get from the canoe to the dock and be exhausted, while my opponent swam like an eel and has been on dry land for 15 minutes, and is already recovered from the exertion. I can read the anarchist's cookbook, but an EOD tech will have a better idea what he's doing. OTOH, don't even ask me to try coding in machine language. COBOL, Fortran, Basic and RPG, let me refresh myself on it first. Some things you just CAN'T do without training.
There is this thing called the Foreign Corrupt Practices Act which does exist in the real world that I have to pay attention too. Am I going to encourage players in my game to do things which in the real world would result in prison time? Not really.
To give you an example, when MgT has divided the Engineering skill in 5 specialities, you suddenly meed 5 engineers (or an engineer with 5 levels) to use all its systems at level higher than 1, where before you only needed 2 persons (electronics was another skill before MgT). So you either enlarge your crew or risk going on with several key points (as some drives) with level 0 skills.
They can't play merc's then? That is also illegal...
I do have hundreds of skills. It's in how you do it. Example: Interrogation / Interview. The description goes into the difference. If you take Interview, you learn how to ask probing questions in a nicer setting, like a journalist or human resources specialist. If you take Interrogation, you may be a cop or spy. 2 skills, same basic idea, but the description means you specify how you learned it. So a retired spy trying to ask questions is going to be a bit rougher than a retired recruiter. It doesn't mean that you need to slog through a small book to get skills. It does mean I can slant skills various ways. That journalist will have a better chance to interrogate someone than an engineer, because he does have Interview. Treat it as Interrogate-1, and go. That spy, trying to be nice and do a little "social engineering" (and when did that term change meaning anyway) uses his Interrogate at -1 to try to get clues to someone's passwords. More depth for little extra effort.
Mundane - This is a “skill” awarded to represent the ordinary. This involves all the everyday stuff with which our heads are often filled in an ordinary life: alternate routes to work, news, cooking (but not at the level of Steward), etc.
With those I can cover a multitude of sins.Esoteric - This is that very specific knowledge (usually required by your job) that is in-depth, but doesn’t really have any application outside where you collect your paycheck (or its competitors).
Slightly incorrect. In MgT, you can have a character with with multiple specialties in a skill. Here's an example, someone makes up a character with Engineering skill.
First time getting Engineering-0. Thus character can do ALL Engineering at Level 0.
Then character gains another level of Engineering and unless the chargen specifies the Specialty the Character could for example take Engineering(Jump Drives)-1.
Then the Character gains another Level of Engineering. Now the Character could take it as Engineering(Jump Drive)-2, or it could be another Specialty at Level 1. And so on and so on as each level of Engineering is gained. One of the guys that I game with has a character that is the Ship's Engineer that has;
Engineering(Jump Drive)-2
Engineering(Power Plants)-1
Engineering(Maneveur Drives)-1
Engineering-0 (For everything else)
The Ship in that game only has 2 Engineers that cover every specialty at a "1" or better.
It's a choice of if you want to become super specialized in one thing, or Good in a broad spectrum of Engineering.
To give you an example, when MgT has divided the Engineering skill in 5 specialities, you suddenly meed 5 engineers (or an engineer with 5 levels) to use all its systems at level higher than 1, where before you only needed 2 persons (electronics was another skill before MgT). So you either enlarge your crew or risk going on with several key points (as some drives) with level 0 skills.
But you also said that you need 5 Engineers. IME, limited to creating 2 ships crews, we haven't had that problem. We've been able to create 2 Engineers and have everything covered.
<snip> you suddenly need 5 engineers (or an engineer with 5 levels) <snip>
<snip> or risk going on with several key points (as some drives) with level 0 skills <snip>
<snip> to use all its systems at level higher than 1 <snip>
Perhaps I didn't express myself as well as I intended.
When I said
I understood that made clear that it really meant 5 levels of engineering among your engineering crew .
Perhaps what confused you was when I wrote
as here I really intended to mean to use all its systems at level 1 or higher.
Then you've done much the same thing I have. I probably have more skills, but a lot are specialties. Sorry, but cryptography is complicated enough at tech levels using it that I am not allowing a math major to swag a few rolls, unless he's from a much higher tech culture, and cryptography is in it's infancy on the lower-tech world he's on. Yeah, a math geek from Regina on a TL-6 planet just making codes scientific will know enough about the math theory and such to teach the local experts new tricks. No, a Navy OS from a TL-10 world isn't going to break a TL-9 encryption without a good level in that skill.In my homebrew chargen I went the opposite direction. (Mainly because I found out how easy it was to start down the path toward that "book".) I have skills that might be considered too broad, but it is up to the referee to restrict them based upon chargen/background. I have about 150 skills (including cascades) total, but they cover pretty much everything. I also have two catch-all skills:
With those I can cover a multitude of sins.![]()
I use Timelords as my base system, so characters are built with points. I give players points to build their stats with, then use Traveller career tables to see how many terms, and some significant items about their career, then give points to buy skills based on how long their career was. That solves the issue I always felt about Traveller being stingy with the skills, while not allowing PCs unlimited power either.That's what I mean about the effects of adding skills (or in this case, subdividing one in specialties). Either you give characters more skills to match the challenge or you leave the players shorthanded.
I use Timelords as my base system, so characters are built with points. I give players points to build their stats with, then use Traveller career tables to see how many terms, and some significant items about their career, then give points to buy skills based on how long their career was. That solves the issue I always felt about Traveller being stingy with the skills, while not allowing PCs unlimited power either.
That's what I mean about the effects of adding skills (or in this case, subdividing one in specialties). Either you give characters more skills to match the challenge or you leave the players shorthanded.
In any case, I don't like the point based chargens usually. It's a personal bias, I know, and they may be good, but without some randome elements involved I've seen too many tweens replacing a dead character with those systems.