
Felix the Rat |

I’m running my groups 2nd Starfinder campaign and there’s a bit of snag. In our first campaign, everyone had computers and it was ridiculously redundant. This time around, no one has computers. So here’s my dilemma, do I work with this or around it?
Here’s what I’m thinking. I’ll give them an AI that can at least use and operate a computer, but no hacking. For tougher stuff where players would have the option of hacking to interact with an encounter, I’ll make some other options geared to their own abilities. For an absolute computer requirement, I can make it an NPC hook.
Any suggestions on how to handle this?

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My first reaction is to say, "Well, life is full of decisions. Ya'll made this one." Admittedly that is fairly harsh, though not unreasonable. They are playing in a sci-fi game after all.
That said, there is a possible out. The party's ship has a computer that scales. Using text references here and upgrade references here you as the GM can decide just how far they can upgrade their starship computer from the standard. This particular route of giving them the an external option for computers, but making them use resources seems quite fair given that they chose to not have Computers. You will not be coddling them, merely showing them an option they've always had and that they may not have known about.
[Namely, look at the control module option to set up a computer to be able to do skill checks.]

SuperBidi |

I would work with it.
They will fail all their Computers check. What's the matter ? They will certainly miss some info, and have less possibilities to overcome challenges, but it should not impact much your campaign.
You speak about having an AI operating a computer. Everyone can operate a computer, you don't need skill ranks in Computers for that. The skill ranks are for special operations, like hacking and such. So, I don't see the point of the AI.

Dracomicron |

Point them at the retraining rules? Assuming you can retrain skill ranks, I haven't really looked at them.
You can retrain any decision made in the last two character levels, including skill points.
To Felix the Rat,
Are you doing an AP? That can limit options somewhat, but as long as you're not playing strictly by Society rules, you can adjust the content to account for the group.
If you're doing a homebrew adventure, you could theoretically give them an information source that does not rely on computers. The Xenowardens have all sorts of crazy technology based on plants, for example; your characters could have a tree oracle on their ship. Alternatively, any Mystic connection theoretically has access to greater sources of knowledge through the gods or philosophies.
The easiest of course is just have a space goblin that follows them around and does extremely minor and shoddy hacking from time to time in exchange for shiny objects.

Felix the Rat |
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Are you doing an AP?...
It's a homebrew campaign so it's flexible luckily. It's funny that you mention goblins though, they're going to have a presence early game and one could easily tag along. A shoddy hacker could be more fun than a competent one.
I like the idea of having the AI in the ship too, the players can go back to it as needed but they can't take it with them. I can treat it like a science lab that's actually useful. I may suggest one of them at least sink 1 point into it to be competent enough to type.
It was pretty funny going around the table the first time computers came up as everyone realized no one had it. It's fitting for the characters though. We're likely to add one more to the group. I'll try a few sessions this way and if it doesn't work well, I'll highly recommend they take the skill.
Wheels are turning! Thanks for the ideas.