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Most Valuable Civilian Trade in T2k

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  • Most Valuable Civilian Trade in T2k

    Discussion of the practical utility of civilian player-characters in T2k got me thinking about what civilian skills might shine in a T2kU, both theoretically (general post-apocalypse) and practically (in a game-play sense). There's a bit of overlap (machinist & millwright; pipefitter & plumber) in the poll, and a few omissions for the sake of brevity (aviation mechanic, formwork technician).

    EDIT: Trades in this context are professions requiring trade school, or vocational programs (like CTE here in the States), or apprenticeships, as opposed to professions traditionally requiring a university degree.

    I probably should have included rig technician.

    Please share your reasoning in the comments.

    -
    20
    Auto mechanic
    0%
    0
    Boilermaker
    0%
    0
    Carpenter
    0%
    2
    Electrician
    0%
    1
    Gunsmith
    0%
    1
    Heavy equipment operator
    0%
    0
    Machinist
    0%
    8
    Mason
    0%
    0
    Millwright
    0%
    0
    Pipefitter
    0%
    0
    Plumber
    0%
    1
    Welder
    0%
    1
    Other (please specify in comments)
    0%
    6
    Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

    https://www.drivethrurpg.com/product...--Rooks-Gambit
    https://www.drivethrurpg.com/product...ula-Sourcebook
    https://www.drivethrurpg.com/product...nia-Sourcebook
    https://www.drivethrurpg.com/product...liate_id=61048
    https://preview.drivethrurpg.com/en/...-waters-module

  • #2
    Chemist (Edit not commonwealth definition)

    One of the central pillars of the industrial revolution was the evolution of chemistry.

    Comment


    • #3
      Originally posted by kato13 View Post
      Chemist (Edit not commonwealth definition)

      One of the central pillars of the industrial revolution was the evolution of chemistry.
      I don't disagree, but I see chemist as a white-collar profession (something requiring a college education). That's for another poll.

      -
      Last edited by Raellus; 05-14-2021, 03:24 PM.
      Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

      https://www.drivethrurpg.com/product...--Rooks-Gambit
      https://www.drivethrurpg.com/product...ula-Sourcebook
      https://www.drivethrurpg.com/product...nia-Sourcebook
      https://www.drivethrurpg.com/product...liate_id=61048
      https://preview.drivethrurpg.com/en/...-waters-module

      Comment


      • #4
        You are missing the singular most important vocational trade in the world...

        FARMER.

        There's a reason high schools call it VOCATIONAL AGRICULTURE or VOAG for short.

        Another issue I see in forums is the distinction between SKILL and TRADE. A TRADE is actually a collection of SKILLS needed to perform a given set of tasks. The COMBINATION OF SPECIFIC SKILLS forms a TRADE. There is a bit of confusion about this in a LOT of forums that I'm in. For example "boilermaker" and "pipefitter" are basically exactly the same trade. BOTH work with the following skills to assemble and maintain HIGH PRESSURE gas and fluid assemblies:

        Welding (the pipes)
        Mechanics (the valves and regulators)
        Electrical (regulators, sensors, and pumps)
        Carpentry (support structures, assembly fittings to hold pipe being welded)
        Engineering (mechanical for pumps and proper PSI on pipes)
        And many use diagnostic tools and sensors in their jobs (Computer operations).

        While a residential Plumber might have:

        Welding (TIG welding or brazing using oxy or butane torch for copper or stainless pipes)
        Mechanics (pumps, water heaters, water softeners)
        Carpentry (supporting structure, fixing sinks and bathroom floors)
        Electrical (wiring pumps, controls, and sensors)

        So picking what type of TRADE is most important is going to be VERY difficult because of the overlapping skills sets that the various TRADES often have. I believe that the Trades are poorly represented in Twilight because the civilian skills are not often thought about during play.

        Comment


        • #5
          I deliberately didn't include FARMER because it would probably run away with it. There are also quite a few AG University programs (here in the US, at least), so one could argue (weakly, IMHO) that it's a white collar profession and not, strictly speaking, a trade. Your point about skill overlap is fairly taken, and should probably be taken into consideration when voting.

          -
          Last edited by Raellus; 05-14-2021, 03:34 PM.
          Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

          https://www.drivethrurpg.com/product...--Rooks-Gambit
          https://www.drivethrurpg.com/product...ula-Sourcebook
          https://www.drivethrurpg.com/product...nia-Sourcebook
          https://www.drivethrurpg.com/product...liate_id=61048
          https://preview.drivethrurpg.com/en/...-waters-module

          Comment


          • #6
            It's a trick question. There is no single most valuable civilian trade because they're almost all interdependent and a functioning society needs each of them.
            The poster formerly known as The Dark

            The Vespers War - Ninety years before the Twilight War, there was the Vespers War.

            Comment


            • #7
              I am going to second Farmer. It is not as easy as many people think, and without food you are in a world of hurt.

              Comment


              • #8
                Doctor. Going to be a lot of people needing treatment.

                Comment


                • #9
                  Originally posted by Silent Hunter UK View Post
                  Doctor. Going to be a lot of people needing treatment.
                  I agree -- in concert with chemists and herbologists. (sp)
                  I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

                  Entirely too much T2K stuff here: www.pmulcahy.com

                  Comment


                  • #10
                    I'll put in a shout out for the Plumbers. As you tour this magnificent blue orb and learn of great civilizations throughout history, one thing stands out - their ability to control water and manage waste.

                    From Roman aqueducts and sewers to Ottoman era Turkish baths, the ability to provide water to cities, remove human waste from them, and occasionally clean your population, is critical to preventing disease and illness.

                    While you may need farmers to survive, you need plumbers to thrive and that's why they get my vote!

                    Comment


                    • #11
                      Doctors and chemists aren't on the list because those professions require a university degree, at least. Trades in this context are professions requiring trade school, or vocational programs (like CTE here in the States), or apprenticeships. I'm going to make a separate poll for professions traditionally requiring a university degree.

                      -
                      Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

                      https://www.drivethrurpg.com/product...--Rooks-Gambit
                      https://www.drivethrurpg.com/product...ula-Sourcebook
                      https://www.drivethrurpg.com/product...nia-Sourcebook
                      https://www.drivethrurpg.com/product...liate_id=61048
                      https://preview.drivethrurpg.com/en/...-waters-module

                      Comment


                      • #12
                        I'll go with Machinist. A mechanic, gunsmith, plumber, etc isn't any good with out parts. A SMART machinist will learn about other pursuits given time. IE.. the machinist will learn a bit of gunsmithing after making enough gun barrels on his lathe.

                        And vice versa, now that I say it that way. But I am sure you all understand.

                        Comment


                        • #13
                          blacksmith - they are going to be in big time demand for their ability to make metal tools,repair broken ones and also making things like horseshoes and plow blades

                          Comment


                          • #14
                            Carpenters. Settlements need shelters and basic construction.

                            Comment


                            • #15
                              Hooker
                              sigpic "It is better to be feared than loved" - Nicolo Machiavelli

                              Comment

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