On Thu, Feb 16, 2012 at 1:59 PM, Onno Meyer <[email protected]> wrote:
> 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.

In addition, New Attica has developed something of a self-conscious
tradition of doing as much as possible without imports (especially
imports from Earth), which started during their bid for independence,
as part of Earth's strategy to bring them back into the fold was to
try to stop shipping supplies and starve them out.


> 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.

Minorly eased with 3D printers and extensive databases - but for the
more complicated items, such as computers, lasers, rockets, and so on,
garage-scale tinkering won't cut it, and so they'll have to set up
dedicated production lines. With robots to do the manual labour,
there's no particular reason that such factories have to be anywhere
near the colonist's habitable spaces, so a lot of this is likely to be
happening out-of-sight. (Though perhaps still with sousveillance
cameras, just in case one of the trusted colonists is actually an
untrustworthy saboteur.)


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

A community with multiple single-points-of-failure is just asking for
trouble; if only certain individuals currently possess vital skills,
then one of the more important commodities will be training programs,
and perhaps AIs programmed for various aspects of such tasks in case
nobody better is available at a given moment.


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

No matter how well-prepared they are, they're going to end up with
people requiring treatment that's just not available. One option that
comes to mind is to put such 'untreatable' cases into cryogenic
stasis, to await the time that the colony broadens its med-base to
handle them - or re-opens trade with the rest of the system, or some
other unforeseen eventuality eventuates.


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

There's an old rule-of-thumb, that you should have at least three
independent sources of anything you need to survive. The algae are one
source of the oxygen, water, and food needed to survive; and even if
there are alternate life-support measures, it would be a good idea to
have some source of new algae other than existing algae - say, some
frozen stocks; and a computer file of the genetic code plus the
equipment to print out the DNA and insert it into a new cell-culture.


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

I can buy gravity being necessary for pregnancy, though most of the
ladies in question may decide the colony would be better off if they
were active members, and put exo-wombs in spin-capsules to grow the
next generation.

Surgery... is an interesting thought. I have a novel from the 80's,
"Space Doctor" by Lee Correy, which is about the medical side of
creating a freefall factory in orbit. If the clinic needed
rotational-gravity for emergency surgery, a good bit of redesign would
have needed to be done, so the doctor had some incentive to see if he
could do his job in freefall. I don't remember many more details; I'll
have to dig it up again to refresh my memory.


> * Face to face contacts with other people, instead of chatrooms.

Hm... The society they're leaving had gotten used to at least a
portion of the population using robotic proxies, ala the movie
"Surrogates"; the colonists may want to weed out people who depend on
them too strongly. (Or maybe look into getting a few, if those few are
better-adapted to piloting robot bodies that are more capable of doing
things in space than live bodies in spacesuits. As just one option,
live bodies buried deep in an asteroid are safer from the 20 rad a
year they'd be exposed to working outside...)


>  - Teachers for skills with a physical component, from mechanics
>    to zero-g-ballet.

The setting has a technology which isn't quite GURPS standard, but
which is reasonably close to what GURPS calls neural interface tech.
It's the ability to sense impulses within, block the impulses of,
and/or induce new impulses in sensory and motor-control nerves. This
allows a variety of tasks, such as sensing what a body feels, giving a
person arbitrary physical sensations, sensing how a person is trying
to move, and moving a body like a puppet. One person can even 'drive'
another. (We've got a short story about that, "A Mile in Another Rat's
Paws".)


>  - 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.

This is probably where the main characters are likely to have the most
trouble - the core group are fairly geeky (ie, most of them met as
they built themselves a computer from scratch while they were in high
school), and the social sciences have tended to be low on their
priority lists. Not missing entirely, though; their almost-motto is
"Get the job done, whatever it takes", and it's obvious that certain
forms of social-stuff get in the way of getting the job done, and
other forms let them try to get the job done in ways they otherwise
couldn't.

Hm... maybe one of the outsiders they try bringing aboard will be a
social scientist to help with precisely those issues; which opens up a
few interesting plot possibilities...


>  - If the society is exogamous, where will young people meet?

Even with exo-wombs and a bank of frozen sperm and ova, if they
maintain their separation from the rest of the system, it's going to
be pretty hard to avoid in-breeding - in fact, that's likely to be one
of the more significant long-term risks to the colony. Depending on
how /many/ frozen gametes they bring, they might be able to hold it
off for long enough to create enough daughter colonies to allow each
colony to serve as a somewhat separate population...

More directly to your question, with exo-wombs and frozen gametes,
young people won't /need/ to meet in order to perpetuate the colony,
at least for a couple of generations - by which time the whole thing
is likely to have developed in ways the founders never expected (and
may even find rather disturbing).


Thank you for your time,
--
DataPacRat
lu .iacu'i ma krinu lo du'u .ei mi krici la'e di'u li'u traji lo ka
vajni fo lo preti
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