Difference between revisions of "Techno-Babble!"

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Some thoughts for Star Trek problem-solving:
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Techno-Babble can be used to generate steps that guarantee a solution to difficult situations in [[Star Trek: The Triangle Missions]]. 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. In other words, Techno-Babble is the art of figuring out what the solution is, while the numbers on your character sheet are the factors in actually resolving problems in game.
  
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.<br>
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Techno-Babble is a player initiated, narrative tool to facilitate player story control and creativity.<br>
1) This skill is Player-initiated, meaning the Player must inform the Narrator they wish to attempt to use Techno-Babble.<br>
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2) Using Techno-Babble costs 1 Courage.<br>
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=How To Use Technobabble=
3) Narrator sets the TN and negotiates with the Player to determine the Primary System involved in the solution.<br>
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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.
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.<br>
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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.<br>
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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.
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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).
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1) Player informs the Narrator they wish to attempt to use Techno-Babble.<br>
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2) The player spends 1 Courage.<br>
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3) Narrator sets the TN and negotiates with the Player to determine the Primary System(s) involved in the solution. Consult [[Starship Systems]] for more information.<br>
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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. Note this must be spent before rolling, unlike standard Courage.<br>
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5) The Player then draws cards from the appropriate skill deck, following the Matrix, to equal or exceed the TN with the CV on the cards.<br>
 
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.<br>
 
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.<br>
 
7) The group decides whether or not to attempt the Techno-Babble solution and then follows through or ignores the potential solution.<br>
 
7) The group decides whether or not to attempt the Techno-Babble solution and then follows through or ignores the potential solution.<br>
  
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==Anatomy of a Solution==
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Each solution must adhere to a specific structure. This structure must answer the following: Who-> What-> How? Some solutions might also contain Where and Why, but they are not required. All elements of the structure must be successfully completed for a solution to be considered completed.
  
Matrix to separate skill levels and worth
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Cards drawn as tasks fulfill the 'What'. Each task is a subset of the 'What', once all tasks are completed the 'What' is considered completed. The 'Who' can generally be answered by the player creating the solution, but in special cases, indicated on the card, a non-standard crew member must complete the task. The reason should be evident based on the card, but if it is not the player may decide why. Alternatively, they may ask the GM to determine why. Like 'Who', 'How' can usually be left to player creativity. In special cases, as marked on the card, it will be dictated.
  
How do we reward skill levels?
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If a task has the Where or Why keyword, then those must be determined. Draw cards and consult the appropriate section.
  
Risk of important NPCs/PCs as substitutes for cards?
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==Setting Difficulty TN==
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The difficulty TN assigned in a Technobabble test is likely to be extremely high, potentially 40+. This difficulty is never secret. This TN is not met by a skill roll, instead each task drawn has a completion value (CV) associated with it, and this value is applied toward completing the solution. A solution is considered well-formed once there are tasks with sufficient CV to equal or exceed the difficulty TN.
  
Break down ship systems into a physical/logical map: [[Starship Systems]]<br>
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Only well-formed solutions may be attempted.
- COMPUTER is adjacent to all systems
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Table of particles, adjectives, hardware components<br>
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==The Matrix==
Vocabulary: Ionization, particles, fluctuations, disruptions, interference, unstable
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The matrix is the method for determining the number of tasks required to complete the solution. Roll the appropriate skill and consult the matrix. The number is the maximum number of cards the player may draw to implement the solution. The player may choose to draw less, but he must state how many cards he will draw before he looks at any of them.
  
Individual decks for each skill type: Engineering/Science, Combat/Command, Social/Medicine
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==Cards As Tasks==
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Completing a Technobabble solution involves successful completion of a series of tasks. These tasks may be independent or interdependent, and could potentially rely on others to be completed before they can be started. Each card drawn in the initial phase represents one task. Each task has a value associated with it on the card.
  
=How To Use Technobabble=
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To architect a series of tasks, draw the appropriate number of cards and choose tasks from those cards that meet or exceed the TN for the solution. All cards drawn must be used as tasks. If the cards do not have enough points to complete the solution, continue drawing cards one at a time and applying them to the solution. All cards drawn in this manner must choose the highest value task.
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.
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===Tasks===
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The following is a list of all of the tasks which appear on cards. Not all cards of the same task are identical.
  
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).
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Collect a Resource<br>
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Modify a Major System<br>
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Modify a Minor System<br>
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Risky Maneuver<br>
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Travel to a Location<br>
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Precision Action<br>
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Coordinated Action<br>
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Anomaly<br>
  
==Setting Difficulty TN==
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Some tasks may also contain key words which describe how they must be used or implemented. Descriptions of those keywords follow.
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.
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<i>Chain</i>: This task must be completed in a particular sequence with another task. If multiple tasks with this keyword are present, they will form a single chain of events. The order of the chain is determined by the random number at the bottom of the card (lowest to highest). If no other card with this keyword is present, the card drawn after it must be completed directly after it. If no card is drawn after it, the card drawn immediately before it must be completed directly before it. Chained events cannot be completed in parallel.<br>
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<i>Substitute</i>: This task must be performed by a crew member which is not the standard crew for this type of job. Who must do it is the choice of the player, with GM approval.<br>
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<i>Danger</i>: This task must be performed in an especially dangerous manner, which may put either one or many crew members at risk.<br>
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<i>Time</i>: This task is time sensitive and either must be done much more quickly than normal or otherwise creates a sense of urgency.<br>
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<i>Exchange</i>: Like substitute, except that the task requires a system to be used that would not be the normal choice.<br>
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<i>Location</i>: This task must be performed at a strange or dangerous location.<br>
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<i>Risk</i>: As with danger, except it puts the whole ship or crew at risk.
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==Cards As Details==
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Each Technobabble card also has a section to provide details to a player attempting to craft his solution. Once all tasks are created, the player may choose to draw any number of cards to consult the details for filling in the 'What' portion of the solution. There is more flexibility on cards drawn this way, but every attempt should be made to use all of them.
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=The Solution=
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Once a solution has been determined, the next step is implementing it in game. The player who has instituted the Technobabble roll and drew the cards may then propose his solution to the group. He can fill in details as necessary and describe in character how the solution works and who will need to participate. It is suggested that he make every attempt to include as many players as possible.
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Outside of chain events, the player may place the tasks in whatever order he chooses, and may also indicate some tasks can be completed in parallel where appropriate, subject to GM approval. Once all tasks are successfully completed, the solution is implemented and the problem overcome.
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Technobabble solutions are guaranteed to solve a particular problem, but they are not guaranteed to do so without consequences. Dramatic complications may still present themselves as appropriate. These solutions are intended to be a facilitator of player creativity, not a hindrance.
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=The Matrix=
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{|
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|Roll ||Draw ||Discard
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|-
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|5 ||5 ||0
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|-
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|10 ||4 ||0
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|-
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|15 ||5 ||1
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|-
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|18 ||3 ||0
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|-
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|20 ||3 ||0
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|-
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|22 ||4 ||1
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|-
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|25 ||5 ||2
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|-
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|28 ||2 ||0
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|-
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|30 ||2 ||0
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|-
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|32 ||3 ||1
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|-
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|35 ||1 ||0
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|}

Latest revision as of 18:55, 18 December 2012

Techno-Babble can be used to generate steps that guarantee a solution to difficult situations in Star Trek: The Triangle Missions. 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. In other words, Techno-Babble is the art of figuring out what the solution is, while the numbers on your character sheet are the factors in actually resolving problems in game.

Techno-Babble is a player initiated, narrative tool to facilitate player story control and creativity.

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).

1) Player informs the Narrator they wish to attempt to use Techno-Babble.
2) The player spends 1 Courage.
3) Narrator sets the TN and negotiates with the Player to determine the Primary System(s) involved in the solution. Consult Starship Systems for more information.
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. Note this must be spent before rolling, unlike standard Courage.
5) The Player then draws cards from the appropriate skill deck, following the Matrix, to equal or exceed the TN with the CV on the cards.
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.

Anatomy of a Solution

Each solution must adhere to a specific structure. This structure must answer the following: Who-> What-> How? Some solutions might also contain Where and Why, but they are not required. All elements of the structure must be successfully completed for a solution to be considered completed.

Cards drawn as tasks fulfill the 'What'. Each task is a subset of the 'What', once all tasks are completed the 'What' is considered completed. The 'Who' can generally be answered by the player creating the solution, but in special cases, indicated on the card, a non-standard crew member must complete the task. The reason should be evident based on the card, but if it is not the player may decide why. Alternatively, they may ask the GM to determine why. Like 'Who', 'How' can usually be left to player creativity. In special cases, as marked on the card, it will be dictated.

If a task has the Where or Why keyword, then those must be determined. Draw cards and consult the appropriate section.

Setting Difficulty TN

The difficulty TN assigned in a Technobabble test is likely to be extremely high, potentially 40+. This difficulty is never secret. This TN is not met by a skill roll, instead each task drawn has a completion value (CV) associated with it, and this value is applied toward completing the solution. A solution is considered well-formed once there are tasks with sufficient CV to equal or exceed the difficulty TN.

Only well-formed solutions may be attempted.

The Matrix

The matrix is the method for determining the number of tasks required to complete the solution. Roll the appropriate skill and consult the matrix. The number is the maximum number of cards the player may draw to implement the solution. The player may choose to draw less, but he must state how many cards he will draw before he looks at any of them.

Cards As Tasks

Completing a Technobabble solution involves successful completion of a series of tasks. These tasks may be independent or interdependent, and could potentially rely on others to be completed before they can be started. Each card drawn in the initial phase represents one task. Each task has a value associated with it on the card.

To architect a series of tasks, draw the appropriate number of cards and choose tasks from those cards that meet or exceed the TN for the solution. All cards drawn must be used as tasks. If the cards do not have enough points to complete the solution, continue drawing cards one at a time and applying them to the solution. All cards drawn in this manner must choose the highest value task.

Tasks

The following is a list of all of the tasks which appear on cards. Not all cards of the same task are identical.

Collect a Resource
Modify a Major System
Modify a Minor System
Risky Maneuver
Travel to a Location
Precision Action
Coordinated Action
Anomaly

Some tasks may also contain key words which describe how they must be used or implemented. Descriptions of those keywords follow.

Chain: This task must be completed in a particular sequence with another task. If multiple tasks with this keyword are present, they will form a single chain of events. The order of the chain is determined by the random number at the bottom of the card (lowest to highest). If no other card with this keyword is present, the card drawn after it must be completed directly after it. If no card is drawn after it, the card drawn immediately before it must be completed directly before it. Chained events cannot be completed in parallel.
Substitute: This task must be performed by a crew member which is not the standard crew for this type of job. Who must do it is the choice of the player, with GM approval.
Danger: This task must be performed in an especially dangerous manner, which may put either one or many crew members at risk.
Time: This task is time sensitive and either must be done much more quickly than normal or otherwise creates a sense of urgency.
Exchange: Like substitute, except that the task requires a system to be used that would not be the normal choice.
Location: This task must be performed at a strange or dangerous location.
Risk: As with danger, except it puts the whole ship or crew at risk.

Cards As Details

Each Technobabble card also has a section to provide details to a player attempting to craft his solution. Once all tasks are created, the player may choose to draw any number of cards to consult the details for filling in the 'What' portion of the solution. There is more flexibility on cards drawn this way, but every attempt should be made to use all of them.

The Solution

Once a solution has been determined, the next step is implementing it in game. The player who has instituted the Technobabble roll and drew the cards may then propose his solution to the group. He can fill in details as necessary and describe in character how the solution works and who will need to participate. It is suggested that he make every attempt to include as many players as possible.

Outside of chain events, the player may place the tasks in whatever order he chooses, and may also indicate some tasks can be completed in parallel where appropriate, subject to GM approval. Once all tasks are successfully completed, the solution is implemented and the problem overcome.

Technobabble solutions are guaranteed to solve a particular problem, but they are not guaranteed to do so without consequences. Dramatic complications may still present themselves as appropriate. These solutions are intended to be a facilitator of player creativity, not a hindrance.

The Matrix

Roll Draw Discard
5 5 0
10 4 0
15 5 1
18 3 0
20 3 0
22 4 1
25 5 2
28 2 0
30 2 0
32 3 1
35 1 0