I've need for sub specializations for a long time. Would Def help narrow the need to expand the MOS pool would also allow characters to stand out a bit.Another group that would be impacted disproportionately are a lot of the ones that are prime transferable-skills ones. In an economy like Yamatai's, a lot choice civilian trades might assume on someone had a specific job in the Star Army. Check out my Merchant Spacy for Yugumo, you can see what roles assume a certain SAoY background, and they aren't all mainstream ones that are either bridge crew or away team focused.
So we should look at the solutions that don't involve axing too much stuff, and see if it maybe something on the chopping block should go into an alternative solution box rather than being slashed, before we slash it.
Is it a case of maybe there are jobs you have to have to submit a plan for how they would fit in, or can't be your first character, or you have to have done X first, or a GM or something needs to invite you to play, or "This is usually an NPC so if you want to be one you have to make a really really good case why" or something?
Are there occupations or specializations you get into mid-career? Like Diplomatic AttachΓ© in the US Army. You can't just enlist as one, but they recruit NCOs mid-service for it. Special Forces used to be that way until the US needed too many of them for the ol GWoT and they started taking candidates off the street.
Are there any that should be sub-specializations? Are there any that should be skill identifiers?
So maybe there are classes of them? We tier it up like how was suggested for RP requirement levels.
Very Easy Tier, anyone can pick these in any "typical Yamatai plot":
Anything that is obviously bridge crew or away team focused, like the bridge stations or any of the infantry (Yamatai uses these where Starfleet would use security), command, or field science types
Easy Tier, a little more specialized:
The stuff that is onscreen a lot but not as much as above, like the people in Medbay or Engineering
Hard Tier, Most of these have in common that they are very specialized so they're harder to use outside of a plot focused on them, but they're perfect for plots that center on them in which case they're the bridge crews and away teams of that story and it's all good:
Fire Support combat units like fighter pilots and tankers, special operations, military police, intel operatives, random lower decks type technical staff like technicians outside engineering, supply, and cooks
Very Hard Tier, most of these are really out there and rely on players to make their own fun
Anything not mentioned, but Cyan got into it above
Special Tier, these things tend to be things the SM/FM/GM/Admiral Player wants someone to handle
Basically just Admin clerks and the Co-GM playing the XO
Some of that can be addressed by limiting how many courses a character can take per year. That said if a player wants to train a bunch they should be able to. Just add like a requirement for them to write a fic or somethingI dunno about qualifications. Then you end up with characters constantly taking months of training. Plus some powergamery people might use training as an excuse to make "one-man armies" or overshadow other players who enjoy RPing a specific role. Experience through RP is one thing but training qualifications is another.
Del does this anyway lolI dunno about qualifications. Then you end up with characters constantly taking months of training. Plus some powergamery people might use training as an excuse to make "one-man armies" or overshadow other players who enjoy RPing a specific role. Experience through RP is one thing but training qualifications is another.
Agreed. Back when, we used to have a nice and manageable selection of βclassesβ 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 Iβm 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.I propose that the Star Army makes some occupations more general and able to do more stuff, merging redundant occupations, and limiting some of the more obscure occupations to NPCs in cases where there is no plot with openings for them.
Agreed. Back when, we used to have a nice and manageable selection of βclassesβ 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 Iβm 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:
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 donβt really make sense to me. Historical SARP had it best
- 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. Theyβre 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 didnβt do everything.
- Blue panel: Starfighter or shuttle pilot.
Then we had a few more occupations that were added around the same time as the βplayable classes+β 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. Iβll list those, but not breakout classes (like mint or teal panels) just because it seems necessary.
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 weβre 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 βplayable classesβ as this thread proposes.
- NPC classes:
- Orange panel: Logistics.
- Black panel: Analyst.
- White panel: The aforementioned clerks.
- Navy blue panel: Military police.
- Coral panel: Caretaker.
- Yellow panel: Cook.
Not sure how Iβd go about cutting bloat, but think what Iβve outlined above is a good ideal to return to.
Thank you for noting that. I agree totally in these two cases, as well as in the case of playable clerks. Caretaker PCs have been successful for a long time, and analyst PCs are finally after decades seeing play on 3 different plots. Was mostly trying to highlight how a slim selection of occupational "classes" is easy to work with.I do however think that in terms of the NPC classes, things like the Analyst and Caretaker have a place in the right plots.
I'm not suggesting we get rid of anything, but rather reinforcing the fact we need roleplays that are compatible with these MOS.One of the things that we should make clear is that a lot of hard work has gone into the MOS we currently have. While I think we need to reorganize them into a simpler to follow structure, I think we should overall keep them all. For example, I listed the Emergency Services MOS as going under engineering, but it would be a specialized MOS under that, not destroying whatever work we have done on it.
Additionally, I think that by having a Occupation->Specialty framework, we can actually encourage more specialties as they are optional for someone in that Occupation to have.
Should it be assumed that anyone with the same color panel can sub in for another specialization in that group in a pinch, even if they don't have full depth in what they're subbing for?MOSs are to Panels
I think so.Should it be assumed that anyone with the same color panel can sub in for another specialization in that group in a pinch, even if they don't have full depth in what they're subbing for?
Maybe at a general level but yeah for the most part.Should it be assumed that anyone with the same color panel can sub in for another specialization in that group in a pinch, even if they don't have full depth in what they're subbing for?
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