Design Note
Here is the current model for my fleet officers:
STATS
mind - Thinking power, perception, smarts
body - Toughness, agility
luck - Get out of jail freeness
PSYCHOLOGY
boldness
Lo = better on defence, steady, focus on crew safety
Hi = excels in combat, seizes opportunities, takes risks
empathy
Lo = efficient resource use, unpopular but effective
Hi = strong crew loyalty, diplomatic success, hesitant at risk
discipline
Lo = creative solutions, flexible to situation, unreliable procedures
Hi = excellent training, predictable performance, slow to adapt
ambition
Lo = content with current role, stable performance, missed opportunities
Hi = drives for promotion, pushes boundaries, make take unnecssary risks
presence
Lo = strong delegation, chain of command, more strategic, empowers subordinates
Hi = in the thick of it, hands-on, leads from the front, personal direction
trust
Lo = Suspicious, guarded, hard to surprise, calculating, strategic, struggles to build loyalty or rapport
Hi = Trusting, open, fosters strong team bonds, develops officers, vulnerable to betrayal or traps
curiosity
Lo = focused on objectives, resistant to distractions, may miss useful discoveries
Hi = strong research aptitude, investigative mindset, can be drawn off-mission
pragmatism
Lo = idealistic, principled decisions, may sacrifice tactical advantage for beliefs
Hi = practical solutions, flexible ethics, achieves objectives at moral cost
I’m currently debating adding:
stability
Lo = erratic under pressure, emotional decisions, may panic or freeze
Hi = clear thinking in crisis, maintains command presence, may seem detached
I think there is a key role for performance under pressure but (a) it has overlaps with boldness and discipline, (b) all of my other traits have advantages & disadvantages to both ends of the spectrum but this one is Lo=Bad Hi=Good.
An alternative design is to make stress a specific mechanic. So each officer would have stress, stress_threshold and stress_recovery. Once their stress goes over the threshold it starts having other effects. The threshold and recovery rates could be related to other traits.
SKILLS
There are also a set of skills related to starship operation (later I plan to add skills related to away missions of various kinds).
- command
- operations
- tactical
- navigation
- helm
- engineering
- science
- medical
I’m not sold on the mind/body stats. Given the psychological model do we need a “mind” stat. At this point it mainly represents speed-of-thought rather than quality-of-thought.
I kept it simple as mind/body/luck because given skills, psychological variables, etc… do we need lots more stats? Then again, when this character is in a situation might it be relevant whether they are strong but also clumsy or dextrous?
There are two other aspects that I am thinking about:
Some of the psychological stats will determine likability. For example an officer with low-empathy, low-trust, high ambition and high boldness is very likely to be unlikeable. But is there a way to develop humour as part of the game?
A military ship is probably a bad place for romance but I guess it’s going to happen anyway and could be an interesting mechanic. Do you send someone you’re secretly bopping on a dangerous away mission?