Just wanted to see some discussion on trade skills. Speculative or otherwise. Just something I haven't seen mention of thus far(though admittedly I've not read through everything on the forums here.)
IRE has several different trades across all their games, with some commonalities. I, personally, feel that some of them simply don't make sense in a sci-fi setting. Take tailoring for instance. In a fantasy setting, pre-industrial revolution, tailoring makes sense. Clothes would be hand made then. But in a post industrial revolution era, especially one so futuristic, handmade clothes are not really common. The vast majority are machine produced, with those being tailored by hand only bought by the wealthy, for formal functions, or business, and hand tailored more for an exact fit than anything.
Then there are the trade skills that can easily be translated to a sci-fi setting. Forging can become something similar, where you get machinests who work on guns, kithblades, and so on. And a sci-fi setting also opens up interesting other possiblities, such as cyberware as a tradeskill. I could see this being either an analog of tattoos as they are in other IRE games, tattoos as they are in Lusternia(which are very different from other IRE games), or something new. If, you know, they decide to have such a skill. Which I hope they do, because cyborgs.
So. How does everyone else see them translating things over? Or what do you all see them potentially introducing as trade skills in Starmourn? I personally can't see them not having trades, as the option to be anything you want, including a merchant, has been a fairly heavily featured part of IRE games.