Johannes replied to me:
> There also is the matter of how many ships in total exist. That can change
> due to ecconomic conditions. A space gypsy culture will most likely mean, 
> that there will be little reaction to short term market fluctuations. But 
> it will have to react to long term trends. And if their social model fits 
> well to a certain trend and the trend changes, things can get interesting.

Ships get considerably faster, say, and it becomes possible
to leave the families at home.

> > If there was a central authority, population control
> > wouldn't be the first thing on my mind. If they provide
> > insurance for ships, they're already in the ship-buying
> > or shipbuilding business. Again, there would be years,
> > even decades, of lead time before the new generation
> > needs their own ship.
> >
> 
> Sure a central authority would not be there purely for family planning. A 
> central authority would be one obvious answer on how the total number of 
> ships is regulated. If you want to use it actually in a game, you'd have 
> to additionally answer what they are (council of elders,priesthood), where
> they are based, and what powers they actually have.

If they organize for mutual benefit, the only powers are 
what the individual ships are willing to give to them.

> > * Even galley slaves were more fiction than fact, with a
> >  few notable exceptions, and rowing was relatively easy
> >  to supervise. Would you really trust a slave watching
> >  the fusion reactor? Ten lashes if it explodes, double
> >  wine ration if not?
> >
> 
> There'd be positions better suited for new slaves, where misbehaviour 
> would be less catastrophic. I suppose the first job of a slave would be to
> clean non critical parts of the ship. And the crew learns how the slave 
> reacts to sticks and carrots and based on that might promote him, or 
> eventually throw him out of the airlock.

Is there a safe job on a starship, that wouldn't be better
done by simple robots?

Regards,
Onno
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