Let's face it, the main activity in a RPG session is
usually combat. Less violent campaigns can perhaps give
more space to exploration (which often means a thinly
disguised dungeon crawl... pardon me, I meant Ancient
Site investigation) or interaction with NPCs, but another
potentially interesting activity is often neglect. I'm
talking about scientific research, which often is the
basis for interesting novels and even movies, but which
is rarely seen in an RPG adventure.
In a SF game like Traveller this ideas should be
addressed in a way or the other, otherwise who would
bother rolling up a Scholar, when ex-Marines are the only
ones to get some fun?
One of the main problems is that scientific research
is something which is usually not addressed by the game
mechanics, or perhaps is just glossed over with a couple
of rolls. I'd favour a slightly more detailed approach.
What I'm proposing is not really a fully defined set of
rules for playing out inventions and research; it should
be regarded as a kind of guide on how to organize this
kind of activities in rpg terms, hoping that this will
give the referee more ideas and hooks for his
campaign.
I lifted many ideas, concepts and mechanics from the
relevant portion of the Ringworld RPG.
For convenience any complex task should be subdivided
in a sequence of smaller tasks which must be completed by
the partecipants. The actual subdivision should be
decided by the Referee, but some input from the players
could be helpful, especially when some of the players
actually have some real-world knowledge which may be
relevant to the task.
The referee should prepare a list of the steps
required to complete a given project, noting how long
they will take, the step type (see below), task
difficulty and any equipment required (if any). Time to
complete the task is described as an amount of hours
dedicated to the task. This is elapsed time, and will not
vary with adding more people to it (except through
exceptional success, or during lab research see below for
more).
People who take part in the project must work on it for
periods of no less than 2 and no more then 10 hours in a
given 24 hours period. The time for each step will be
secretly generated and recorded by the referee. The
referee may roll again and give the new result to the
players as an extimate time for the task.
For each step in the project, the Referee will briefly
describe what the step requires and will ask a task roll
for every character taking part in the project.
If at least one of the partecipants obtains a success,
the task is successful and the step ends after the time
originally defined. If no one succeeds, the next step
will not begin. The current step may be repeated (the
Referee will roll again to determine how long it will
take the next time).
If one or more of the partecipants roll a special
success, the time required is shortened by 10% or (at
referee's discretion) the difficulty, cost or other
parameters of the following step(s) are reduced. If one
or more of the partecipants roll a special failure, the
step is invalidated and must be repeated (optionally with
a different degree of difficulty), time or cost is
doubled, or the difficulty of the next step is
increased.
This way, is generally a bad idea to use a lot of poorly
skilled assistants, because you risk to obtain disastrous
results (remember that anyone taking part rolls, and
*all* the effects are cumulative: your chief researcher
may roll a special success and reduce time to complete
the step and *then* a goofy assistant may invalidate the
process by rolling a special failure).
The referee should organize things in a way which
somehow disguises the actual mechanics. Dont just say
"three days have passed. Every one roll for task
resolution... hmmm. A special, Bob. Congratulations. Then
let's say that just two and a half days
passed, ok?"
If more than a character takes part in the same
experiment, try having them roll in different moments,
and give a short description of how things seem to go
during the day.
Different types of research.
Theoretical Research
This represent the creation of new theories, formulation
of laws or corollaries, or the application of techniques
and knowledge from another branch of science.
Time to complete a step: 3d6 x 20 hours.
Prerequisite: none. A computer may reduce the
time by 1d3 x 10%.
Task difficulty: Difficult to Impossible. For
this kind of research apply the rules for Uncertain
Tasks.
Field Research
Collection of first hand data on a given subject. This
may vary from interviewing subjects for sociological data
to collecting samples from soil or simple observation and
recording of natural phenomenons. If at all possible this
kind of research should be played out in full, allowing
for chance encounters, low-key equipment failures and
other interesting scenes.
Time to complete a step: Depends on the type of
data to collect. Varies from 3d6 x 20 hours for simpler
data collection or full time observation up to 3d6 x 60
hours for biological or sociological sampling.
Prerequisites: minimal data collecting tools
suitable for the task (i.e. anything from pen and paper
to cameras and/or probes or samplers). Access to a
computer may help organizing, indexing and classifying
the results and will result in a time reduction of 1d2 x
10%.
Task Difficulty: From Easy to Difficult.
Laboratory Research
Either controlled experiments to prove a theory or
extensive analysis of some subject.
Time to complete a step: Varies a lot with the
kind of experiments involved. Routine analysis of a soil
sample, for example, should require no more then 1d6
hours, while cloning experiments could require 1d6 months
while the clone develops. In less extreme cases use 3d6 x
20 hours as a general guideline.
Labs may be "used" for 20 hours in any 24 hours period
(the rest of the time is taken by general maintenance of
the equipment), so more then a group of people may work
in shifts on the same problem.
Prerequisites: An appropriate lab for the
experiments.
Task Difficulty: From Easy to Impossible.
Library Research
Extraction of already existing knowledge from the body
of works on a given subject. In an extensively
computerized environment time to find relevant texts may
be quite short, but you still need to read the stuff
which you consider vital for the task at hand.
Time to complete a step: With computer indexed stuff,
3d6 x 10 hours. Libraries without electronical indexing
systems will require double the time.
Prerequisites: Access to an appropriate library; either
a physical place or an electronic reference for the
problem at hand.
Task Difficulty: From Easy to Difficult.
Laboratories
Labs cost 200000 cr plus 100000 cr per project that can
be performed over the first one, plus 50000 cr per
researcher over the first one. Each lab may be used for
tasks requiring a skill from the Sciences or Technical
clusters. Any additional skill requires an additional
cost of 20000 cr.
Example: Regina Janus wants to equip a new
lab for Archeology and Geology research. The lab will be
able to host three independent sets of experiments, each
conducted by a different scientist.
Cost: 200000(base) + 200000(two extra experiments) +
100000(2 extra researchers) + 20000 (for Geological
tests). Final result: 520000 credits.
Sample research project.
In the Mercy Mission adventure, a team of
scientists must discover the cause for an odd disease
which has recently struck a village of TL-2 primitives on
a Red Zone planet. Here is an example on how to organize
the research according to the guidelines given before.
- Field Research
General aerial recognition of the village and
surrounding area. Time: 4 hours. Roleplay it and
require Average Air Raft and Sensor rolls from the
PCs.
- Field Research
Sampling of soil and biomass in areas distant from the
village. Time 3d6 x 2 hours. Average, Biology.
- Field Research
Sampling near the village. To be conducted at night,
without the primitives permission. Roleplay it.
- Field Research
Getting actual blood and biological samples from the
primitives. Roleplay it, considering that PCs must make
friendly contact with the primitives and giving
something for the samples, or perhaps offering medical
care to the village inhabitants and getting the samples
during the medical examination.
- Lab Research
Integration and extensive analysis of the samples.
Difficult. 3d6x6 hours. Biology and Chemistry.
- Theoretical Research
Formulation of a theory about the disease. Impossible
Medical or Biology roll.
In the meantime another group of scientists can study
the primitives in order to discover more about their
social structure and gain hints which will prove useful
for the main research.
- Field Research
Prolonged study of the village with remotely operated
drones, long distance microphones and cameras. Time:
3d6 x 10 hours. Average, History / Education.
- Field Research
Examination of the totems and other sacred places of
the village (Roleplay it). Requires Perception and
other skill rolls.
- Library Research
Comparing the totem shape with various technical data
in order to discover its original shape and function.
Difficult, Engineering. 3d6x10 hours. If succesfull,
step 5 of the biological project becomes Difficult
instead of Impossible.
Bibliography:
- Larry Niven's Ringworld RPG
- by John Hewitt, Sherman Kahn and others, ((C)
Chaosium, 1984)
- The Highest Wisdom; A look at science and
scientists in Traveller
- by Marcus Rowland (Imagine Issue 18, Sept.
84)
- Mercy Mission
- by Simon Lewis, (White Dwarf Issue 82)
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