
If a GM runs systems where they call for specific skill checks (e.g., “give me a Computer Use check”), my experience — from both sides of the table — is that they’ll often develop biases in the skills they call for. Sometimes this will just be a natural consequence of skill design (Spot Hidden in Call of Cthulhu has a far more universal application than Geology), but often it’s just familiarity and comfort: They habitually reach for Field Medicine, even though Cybernetics or Pathology might be better fits. Or maybe they just never think to call for Mysticism checks.
These biases affect both rulings made at the table and adventure design. Either results in a flattening of the game world: If you’re not calling for Cybernetics checks, for example, then it likely means that you’re not including cybernetics meaningfully in your game. (Or, at least, keeping it out of the spotlight.)
If you’re running a system with skill overlap, of course, it’s fine for multiple skills to be applicable, but the bias will still have an effect: Skill checks are a way of asking questions about the game world, and if the only questions you’re asking about Cybernetics are the ones fully covered by Field Medicine, then you’re still missing the chunk of Cybernetics that makes it unique.
You can see this really clearly, I think, when it comes to designing mystery scenarios: If you’ve got an unconscious blindspot when it comes to Chemistry tests, then there are lots of different types of clues that you aren’t including. Your mystery scenarios, by necessity, will be less varied and interesting.
SOLUTIONS
Start by putting the skill list on your GM screen. Having that list at your fingertips from day one while running a new system is a great way of making sure you take advantage of all the tools the game is giving you. A skill bias often develops because you just keep coming back to the first dozen or so skills you learned, so if you can avoid falling into that rut in the first place you’ll never have a problem.
After five or six sessions, review the skill list. This shouldn’t take more than ten minutes or so, but really put in the effort to look at and think about each and every skill: Have you been using this skill? If not, are there times when you should’ve used it? What are some fun ways you could use the skill in designing your scenarios? Is there stuff you could add to the environment? Ways that your NPCs could use the skill or force the PCs to use their skill? If you’re struggling, re-read the description of the skill in the rulebook and/or check out the pertinent Wikipedia article.
Pay particular attention to skills the PCs are proficient in. Make a separate list or highlight them on your GM screen. Hitting these skills will spread the spotlight around and give the players opportunities to show off how awesome their characters are.
Then use these lists — both the game’s skill list and the PCs’ skill lists — to inspire your adventure creation. Need a clue? Pick a skill and ask yourself how the PCs could use the skill to get the lead they need. Designing a monster-of-the-week? Think about how the PCs could use skills to interact with them, either directly or indirectly. (Where does Cybernetics take you as compared to Pharmacology, Xenoesotericism, or Zero-G?) You can do the same thing when filling your environments with cool details — think not only about things to interact with (e.g., you can use Chemistry to analyze the strange liquid puddled on the sofa) but how skills can become an extension of the character’s senses (e.g., Chemistry lets them recognize a distinctive fragrance compound).













