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Here we will be listing the various technological areas important to The Shakaroo Project. We will put our current ideas on what will be available under each and then have you, the reader, use the discussion area to give us some feedback on these items. Once again, we are using the GURPS rules from Steve Jackson Games. There will be some variance and these changes will be noted under each of the headings to the left. We are looking at a base tech level of early 10 for this campaign. If you can think of any areas we have missed, let us know so we can add them. This is a cooperative effort and we need your input to make this project successful! To aid those who do not have, or are not familiar with, the GURPS system of tech levels, the following chart may be of some use to get a feel for the system. This is taken from GURPS Space, page 21 (First edition rules) and shows at what tech level certain achievements were made. This is the discovery level. These technologies do not become common use until the next tech level higher. So even though reactionless drives are discovered at TL 9, they are not widely seen in use on starships until TL 10.
As a side note, if you can come up with any interesting variations on the technologies we have, please let me know. I would like to set up a system where there are many ways of accomplishing a given task with technology. Another consideration is that we don't want the background being dominated by the tools of our societies. Good stories are about people, not their tools, so lets not get too carried away with mega this and super that. :-)
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