DataPacRat asked
> Does anyone have any suggestions on outfitting such an expedition? For
> example, are there any existing TL9ish craft statted out which would
> make a reasonable baseline to build on, or gear I'm likely to forget,
> or important social factors with technical fixes, or anything
> resembling the sort?

Hello DataPacRat,

your people come from an orbital civilization, which prides itself
on small or at least modular habs. So the characters should simply
take stock of what they routinely buy from others, especially from
Earth, and they have a list of what to bring. They should consider
what they sell to others, and wonder if that can go on, too.

Your players won't have it as easy, so let's start a brain-storm.

* Industrial or craft people will not be able to specialize and 
  get economies of scale. Each small-station tinkerer will have 
  to be jack of all trades and master of none.

  If they are your New Atticans, what does a small community with
  just one doctor, one pilot, etc. do to the economic/social 
  rules?

* Emergency medical care. It used to be possible to scoot over to 
  a larger hab, and to import supplies from Earth. 

* Emergency life support 'restocking' -- what if the algae mutate?
  You will need considerably more backup systems for everything.

* Access to larger stations with rotational gravity, e.g. during a 
  pregnancy or for surgery.

* Face to face contacts with other people, instead of chatrooms. 
  - Teachers for skills with a physical component, from mechanics 
    to zero-g-ballet.
  - People to mediate or serve as a buffer in case of a conflict 
    between two colonists in a small team. "Fine, I quit" is not 
    an option.
  - If the society is exogamous, where will young people meet?

Regards,
Onno
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