Difference between revisions of "Techno-Babble!"

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- COMPUTER is adjacent to all systems
 
- COMPUTER is adjacent to all systems
  
Table of particles, adjectives, hardware components
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Table of particles, adjectives, hardware components<br>
 +
Vocabulary: Ionization, particles, fluctuations, disruptions, interference, unstable
  
 
Individual decks for each skill type: Engineering/Science, Combat/Command, Social/Medicine
 
Individual decks for each skill type: Engineering/Science, Combat/Command, Social/Medicine

Revision as of 01:52, 2 December 2012

Some thoughts for Star Trek problem-solving:

Techno-Babble can be used to generate steps that guarantee a solution to difficult situations. NOTE THAT THIS IS NOT A GUARANTEE OF SUCCESS. Separate skill rolls to implement the various steps of the solution are still required. What the solution does guarantee is if you can successfully implement the solution and overcome the complications presented the issue will be positively resolved.
1) This skill is Player-initiated, meaning the Player must inform the Narrator they wish to attempt to use Techno-Babble.
2) Using Techno-Babble costs 1 Courage.
3) Narrator sets the TN and negotiates with the Player to determine the Primary System involved in the solution.
4) Player declares how much Courage (worth 5 per point used) they want to invest and makes the standard roll of 2d6 + Techno-Babble level + Courage.
5) The Player then draws cards from the appropriate skill deck, following the Matrix, to make up the difference between the roll and the TN.
6) The Player then works through the complications on the cards and the jargon tables privately and then makes their public proposal to the group and GM of their solution.
7) The group decides whether or not to attempt the Techno-Babble solution and then follows through or ignores the potential solution.


Matrix to separate skill levels and worth

How do we reward skill levels?

Risk of important NPCs/PCs as substitutes for cards?

Break down ship systems into a physical/logical map: Starship Systems
- COMPUTER is adjacent to all systems

Table of particles, adjectives, hardware components
Vocabulary: Ionization, particles, fluctuations, disruptions, interference, unstable

Individual decks for each skill type: Engineering/Science, Combat/Command, Social/Medicine

How To Use Technobabble

The first step in using the technobabble skill is declaring what the problem is the character is trying to solve, and which skill they would like to use. The player and GM then determine which type of technobabble this is, and, if appropriate, which systems are involved. The player must be clear what the resolution will be.

Example: I want to figure out how to create an artificial wormhole in the path of the planet so that it can be transported into a nearby system and thereby survive the upcoming nova explosion. If properly implemented, the planet will successfully navigate the wormhole and arrive in the declared system.

There still may be problems once the solution is implemented. In the given example, the planet might successfully navigate the wormhole, but undergo great stresses and have massive planetary damage caused. The more specific the player makes their declaration, and the less complications which can occur after the solution, the more difficult the problem will be (higher TN).

Setting Difficulty TN

The difficulty TN assigned in a Technobabble test is likely to be extremely high, potentially 40+. This difficulty is never secret. It should be noted that the player should not expect to pass the TN test, but if they do it means that the solution can be implemented with no complications (in other words, just a set of one or more standard tests). Normally, Technobabble is used for very difficult situations, where complications and dangers should be expected. The difference in roll and TN determines how many complications may be discarded, and how serious the complications are.