Agreed. Back when, we used to have a nice and manageable selection of “classes” that were easy to understand and were easily identified by their panel color. A lot of it can be attributed to organizational bloat over the years; sometimes when I look at the Star Army of Yamatai sidebar I’m left wondering why there are so many commands that exist solely to prop up different occupations when a few occupations plus fleets and good roleplay used to suffice.
Just for posterity, what I remember from an RPG sourcebook standpoint was this:
- Playable Classes:
- Red panel: Mostly enlisted technical sentries and engineers. The basic starshipman who either has a specialized posting or is a generalist crewman that does damage control, power armor combat, or assists specialists.
- Grey panel: Bridge officers at bridge officer stations, such as sensors, helm, communications.
- Green panel: Scientists and medics. They’re either on the bridge at science or in the medbay. Were often on away teams.
- Black panel: Spooky intelligence dudes. Operatives that could take point and perform scout duties when part of the away team, as well as be assassins and general experts at silent killing.
- White panel: Your captain and XO, but also admin clerks were white panels.
- Playable Classes+ (these colors were added after I joined but early on):
- Cornflower panel: Professional PA pilot so that redshirts didn’t do everything.
- Blue panel: Starfighter or shuttle pilot.
As you can see, a manageable selection of seven choices for players to choose from. I really liked this, and often just default to it even in the face of newer occupations that don’t really make sense to me. Historical SARP had it best
Then we had a few more occupations that were added around the same time as the “playable classes+” above. A few of them existed earlier, but they all have one thing in common: they were mostly for background NPCs for GMs and fleet admiral players to use. I’ll list those, but not breakout classes (like mint or teal panels) just because it seems necessary.
- NPC classes:
- Orange panel: Logistics.
- Black panel: Analyst.
- White panel: The aforementioned clerks.
- Navy blue panel: Military police.
- Coral panel: Caretaker.
- Yellow panel: Cook.
The Star Army got too complex because of, I think, people trying to force it to match the overly complex and oft-maligned bureaucracy of real life militaries rather than remembering that we’re simulating a fictional one that had unique mechanisms and streamlined purpose. It would be cool to get back toward that for the sake of player understanding and the reduction of “playable classes” as this thread proposes.
Not sure how I’d go about cutting bloat, but think what I’ve outlined above is a good ideal to return to.