On Fri, Jan 20, 2012 at 12:27 PM, Onno Meyer <[email protected]> wrote: > 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: >
I think you might do well to expand the skill range. Then you could have things like anachronistic technology as sport. Maybe they're into pulp-era atomic rocket races, where all the navigation, piloting, etc, is done by hand, with a sliderule and pencil. Or they're into biotech modifications as a hobby. They competed to see who could come up with neatest thing (there's a scene about this in _Cetagenda_ by Bujold.). -- David Scheidt [email protected] _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
