Pottery - not as a place making cups and saucers but one making heat reflective tiles for spaceships or sewer pipes. (why on a frontier star base? you might ask - well that could be because the clay has specific properties that make it better for that sort of thing - and you tend to set up the pottery near the clay) Glassblowing or glass kilns - again not making the obvious but making fine capillary tubes used for DNA sequencing and other micro-fluidic systems... again you are dealing with a situation of the industry moving towards the better source of material (finer sand in that area or something). Printmaking - and office of the same news channel under the auspice that everything might be electronic but posters and stickers are still decent methods of advertising. Fibre processing/without Spinning - the fibreglass and composites repair industry. Basically an autoshop that has the equipment to custom make fibreglass parts... coupled with a small industry manufacturer of building supplies - you get a plant that processes fibres that could be used to make clothes but instead the fibre is used to make a fibre glass material that is used in molded composites and OSB. Actually that would probably confuse and archeologist.... Because what it would look like is all the equipment to process the fibre and they'd start looking around for machinery to do the spinning of clothing and find none - they'd also find that the fibre being processed was too short to make really great thread. But instead they find a bunch of equipment for extrusion, pre-fab molds, and fibreglass spraying. (The fibre could be anything but typically is plant and not animal fibres - plant fiber's being stronger) -Sue
________________________________ From: Onno Meyer <[email protected]> To: [email protected] Sent: Friday, January 20, 2012 11:27:39 AM Subject: [gurps] Things you find in a starbase Hello everybody, I've been thinking about the "craft shops" one would find in a frontier starbase (see VXi19, where workshops for skills other than mechanic/engineer/armoury/electronics were introduced). I'm looking for crafts that would make a visitor (or later an archaeologist) wonder at first, but which are perfectly logical if you think about them. In addition to no-brainers like sewing or beverage-making[*], here are two examples: * Yin/yang healing could be a massage studio of the non-sleazy, medical kind. * Video production as the office of the local news channel. As far as game mechanics are concerned, it has to be an art or craft skill. Thanks, Onno [*] I'm assuming that sewing/TL10 is way beyond historical needles and scissors, but they'll still be able to let the seams of the tux out on short notice. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
