Computer Skills
Replies:
- #572 Re: Computer Skills by Dan Williams
I would like to offer a tangential thought about computer skills.
In my campaigns, especially the more recent ones, computer skills are
tied not only to the model of computer (such as mod 1 bis, etc.), but
are also tied to the tech level of computer on which the skill is
gained, and other general infomration about the character.
Skills are not to useful (such as at -2, -3, 1/2 or whatever I feel
appropriate at the time {keep the GM in fresh coffee :) }) when used
with unfamiliar technology, with unfamilar software, or with unfamiliar
systems. This is true for both forward and backward technology
incompatibility.
For example:
Hypothetical player Steve is running even more hypothetical ship's
engineer I. M. Smart (697DC7). Smart has computer -3. He acquired
the skill as an engineering officer on an Imperial destroyer
(most of our Imperial machinery is TL 14 or so) using a special-
purpose Model 5 engineering computer.
Now Smart has bluffed his way into an engineering job on a TL 11
subsidised merchant (about 400 Tonnes...) and is constantly frust-
rated with the antique operating system, the clumsy interface, and
the lack of speed of the ship's sole computer -- a Model 2 Bis.
Anyway, you get the idea.
When enterprising parties discover "Ancients" or alien technology -
well, you can imagine the consternation of trying out something
totally from scratch. Why should computer behave in any way like
what we expect ours to?
Summary:
I guess what I'm saying is "keep people challenged, but don't
destroy them." I'm just a little negative about computer skill
in general, because I believe at the tech levels we're simulating,
they'll all be neurally connected to our brains anyway.
Richard Johnson