07-17-2013, 10:02 PM | #11 | |
Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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Re: Hard sci-fi space crew sourcebook
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I recommend G:Traveller stuff for what you're looking for. Some is Traveller specific, but a lot of it can be a good baseline. Strap some lasers from GURPS Ultra-Tech onto those space traders, and you're good to go!
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07-18-2013, 12:52 AM | #12 |
Join Date: Aug 2004
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Re: Hard sci-fi space crew sourcebook
I'm really hard pressed to recommend Traveller for a hard sci-fi anything. At a bare minimum the setting is knee deep in assumptions about ubiquitous contragravity, artificial gravity, and reactionless drives.
GURPS Space is absolutely abysmal at providing game mechanics or advice that would be useful for the topic BTW. |
07-18-2013, 01:31 AM | #13 |
Join Date: Mar 2013
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Re: Hard sci-fi space crew sourcebook
There are some interesting 3rd party Traveller supplements that use a low tech, probably GURPS TL 9, by Zozar. The main setting book is called Orbital and is available through rpg.drivethru.com. Actually, they're selling all their Traveller stuff as a bundle of pdf's.
It's supposed to be hard SF according to what I've heard: no FTL, that sort of thing. However, I only have one free adventure in the series, but that was well written.
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07-18-2013, 03:02 AM | #14 | |
Join Date: Jun 2013
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Re: Hard sci-fi space crew sourcebook
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GURPS space is mainly focussing on world creation, which is kind of useless in a campaign without FTL drives. I guess the life of the crews is too setting dependent to have a general sourcebook about it. It would have been cool to have a compendium similar to the low tech compendia (UT compendium I: Space technologies). |
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07-18-2013, 03:04 AM | #15 | |
Join Date: Jun 2013
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Re: Hard sci-fi space crew sourcebook
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07-18-2013, 06:03 AM | #16 | |
Join Date: Mar 2013
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Re: Hard sci-fi space crew sourcebook
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Me, I tend to mix my SF with magic, so I don't mind somewhat magical technology. However, when I was on the Traveller forums, I saw that many Traveller GMs played a hard SF games without portable beam weapons or antigravity or (some) without FTL. However, there are a lot of good settings from third party venders. And don't forget that many of the GURPS space settings had antigravity. Speaking of which, you might want to look at GURPS Transhuman Space. I think you'd have to get them in PDF form from e23, but that's all I buy nowadays.
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07-18-2013, 06:46 AM | #17 |
Join Date: Aug 2004
Location: U.K.
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Re: Hard sci-fi space crew sourcebook
In the Transhuman Space line -- Spacecraft of the Solar System has a bit on space operations; High Frontier has a fair bit on Earth-orbital ops; Deep Beyond has a bit, but is largely about the communities of the setting's outer Solar System; Personnel Files has a small sample orbital spacecraft crew.
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07-18-2013, 09:11 AM | #18 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Hard sci-fi space crew sourcebook
Hard sci-fi is by nature opinion and aesthetics, unless it is science that exists right now.
That means the only "truly" appropriate material would be from N.A.S.A.
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07-18-2013, 09:42 AM | #19 | |
Join Date: Jun 2013
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Re: Hard sci-fi space crew sourcebook
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07-18-2013, 09:43 AM | #20 | |
Join Date: Mar 2010
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Re: Hard sci-fi space crew sourcebook
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"what equipment to use, more details about different spacesuits" - for what? This is mostly divided up by TL already, so look for the latest-TL item in any given category, and that is what will be used! "day to day life" - again, look at the technologies at that TL and make some assumptions. "what to do in case of a leak" - the usual reaction is to first seal off the area (i.e. save everyone ELSE on the ship), then get into spacesuits (i.e. save those in the area whom you still CAN), and then patch the hull in 2-3 stages (Quick/Save Lives, Portable/Get To Port, Permanent/Good As New). The details will depend on the ship. As far as crew requirements, the easy way is to divide the work into two categories: Operations and Maintenance. For Operations, simply figure out what systems you have and how many people it takes to run them according to your work schedule - for a civilian ship this might mean a single "day" shift and a lighter "night" shift, for a military ship it might mean 2-4 more-or-less equivalent shifts. For Maintenance, estimate how many people are needed to keep everything running, then guess how much of this can be done by the Operational crew, and then add however much manpower you still need. Perhaps the Ops crew can do everything (common in a smaller ship), perhaps you need a lot of dedicated support crew (common in a larger ship). Regardless, you are going to have repair issues that will require more maintenance crew than you can carry! And much of this is subsumed at higher TL's by automation. |
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