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Old 05-14-2007, 05:32 AM   #1
Phil Masters
 
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Default Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 1

As I previously did with the new edition of Bio-Tech, I'm going over the latest version of GURPS Ultra-Tech, making my own (unofficial) notes on using the stuff from this (very nice) newer book in the canonical Transhuman Space setting. Fortuitously, Chapter 1 is an overview of the relevant concepts, so I can effectively start with an overview of my own subject.

* Ages of Technology

Transhuman Space is, to a significant extent, the setting which defined the ideas about future technology which are used in GURPS 4e, so for practical purposes, we can say that it is, very simply, a TL10 setting.

People in 2100 are looking forward to TL11, of course, and as my previous notes described, the world seems to have advanced to TL11 in some areas of biotechnology. However, that's still bleeding-edge stuff, and real TL11 skills are pretty much confined to the laboratory. Characters other than biotech researchers can be built solidly at TL10, and that's the TL to go on your campaign definitions.

There are also one or two non-biotech items appearing in TS equipment lists which are now defined to be TL11, but they're infrequent and specific enough that, rather than claiming that the setting has advanced a TL in those areas, it's much easier to redefine them as high TL10 and be done with it. In particular, diamondoid material is sometimes used, mostly in spacecraft hulls so far as I can see - though it's bloody expensive - and a few spacecraft have functioning antimatter drives. But that just means there are some big tough warships around. The other thing that crosses my mind right now is surveillance dust, but that's a standalone item.

On the other hand, the TS setting appears to be retarded in personal weapons technology; basically, it's still using slug-throwers rather than lasers. David Pulver has given a setting-specific explanation for this, which I'll come back to in a later post; it's largely socio-economic, but note for now that it also suggests that small fast-release energy cells aren't as widely available in TS as Ultra-Tech may assume (which cripples personal lasers a bit).

* Tech Level

By the above logic, with TL11 stuff developing by 2100, Transhuman Space is an Accelerated Progression setting. However, I'm not sure that it hit TL9 by 2020 or TL10 by 2050; for most purposes, it's merely Fast Progression, advanced in (parts of) biotechnology.

(There's a long-standing argument that TS assumes that one or two other things go a little faster than is physically plausible for a hard SF setting, whatever the nominal tech level; the colonisation of the outer system and the rate of terraforming of Mars are problematic for some people. But re-setting it to, say, 2150, and declaring it merely Fast Progression lurching towards Accelerated, is left as an exercise.)

* Technology Paths

To repeat - TS is essentially a mainstream "hard" TL10 setting from the GURPS viewpoint. However, simply because it does use pretty well all the non-superscience TL10 stuff, it's slipping into Radical Hard SF - which should be the theme of many "Fifth Wave" and "Deep Beyond" games. Simply by the nature of things, it can have a Cyberpunk feel in places without much distortion; on the other hand, the design decision that "dry" nanotech isn't really available (yet) stops it being a Nanotech Revolution world. The advanced biotechnology makes it a High Biotech setting of sorts, but the rate of advance isn't different enough to make this flavour especially strong - there are still many, many things which are done better by metal than by flesh.

* Gadget Control

This is a subject that will doubtless pop up in various places throughout these notes. The obvious area of social control in TS concerns infomorphs.

* Buying Equipment

Infomorphs are also an area where buying stuff for cash can get very complicated in TS...

I'd also note that, because weapons tech is somewhat retarded in TS, TL8 weapons aren't likely to be any more legal, even though they're two TLs behind the environment. When an assault pod is a standard military sidearm, an old assault rifle still looks like a serious weapon, even if it's a bit dated.

* Integrating and Modifying Equipment

"Plug-in Gadgets" really should be part of the fun of a TS game, I find. Assume lots of interface compatibility!
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