02-11-2015, 10:47 PM | #20 |
Join Date: Jun 2006
Location: On the road again...
|
Re: We're gonna have to rethink the TLs
Basic Set: Campaigns lists four aspects which I think cover 75% to 90% of a given tech path: Armor and Weapons, Transportation, Power, and Biotechnology/Medicine. I've used that split in my Renaissance Fantasy setting document to describe the technology available and supportable for each nation, allowing for split TLs in an aspect (for example, one area has access to TL4 weapons and armor, but doesn't have the resources to handle more than TL3 on a local scale, while a nearby area is TL0 but trades for metal weapons).
The only other aspect I can think of is Civil Engineering, but I'm not sure what the examples would be for given TLs. Agriculture kinda spans both Power and Biotechnology.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
Tags |
science, tech level, technology |
|
|