Mike asked:
> I do have to remember this is a "company" list and ideas might be
> misinterpreted as violating copyrights...

So make sure that there is no obvious misinterpretation. Fan fiction
tries to tell stories within an established, copyrighted setting. If 
I turn a setting into an inspiration for GURPS vehicles, my analysis 
strips enough specifics to keep me safe (at least I hope that). 

Consider my TL8 Sky Carrier back in July. It has as many differences 
from the S.H.I.E.L.D. Helicarrier as there are similarities, and the
differences were not just tacked on to disguise the similarities.
They followed from the requirements of a roleplaying setting with 
GURPS. 

> GCU?

Banks' Culture setting. My "Exploration Cruiser Mk.IX" is no GCU, of
course. It is a GURPS TL16 design, not a Culture design.  

> I m more an idea person but put up and shut up (me).

I noticed, but I believe that you should finish some of your work. 
Your ideas want out, but if you let them go too quickly they are 
hard to understand.

Regarding fantasy and tech, I would prefer to keep it a "normal" 
science fiction setting with primitives who misunderstand normal 
technology for magic or miracles. Using technology like nanotech
to simulate the typical RPG magic changes the setting too much.

Take a world with TL0 hunter-gatherers and TL1 farmers. Earth in
3000 B.C. Superscience alien "precursors" arrive and build bases
for their own alien reasons. They teach some humans some skills.
Why? Perhaps as pets, perhaps to make them better workers. Soon
humans can be found on many worlds. A small elite can use alien
technology. Then the aliens leave for their own alien reasons.

Earth has it best and worst. The relatively small tech enclaves 
are all overrun, but Earth is also the world most suitable for 
human life. The real history turns into half-forgotten myths. 
By 2000 A.D. the human population on Earth reaches billions and 
TL7 to TL8.

Meanwhile the Tech Lords can hold on some of the other worlds, 
but climate and ecology cripple their economy. They need many
farmers to support a few techs. On other outposts the Tech 
Lords are defeated and small human populations "go into the 
bush." Tech Lords raid each other and the small human worlds
for artifacts, skilled workers, and even dumb peasants. They 
avoid Earth because they are too scared of the large numbers.

Then somebody on Earth unearths a stargate or a starship. The 
situation which had been unchanged for five millenia suddenly
changes.

So we have
- Earth, a high-population world with a solid TL7, reaching 
  into TL8. Guess which superpower runs the Starship Program.
- The Tech Lords and their few skilled workers, one million or
  less at TL12 scattered on hundreds of worlds.
- The serfs ruled directly by the Tech Lords, perhaps twenty 
  or fifty million at a fairly uniform late TL3 (serfs may 
  not have guns, sailing ships, or similar gadgets). 
- The wild humans, one hundred million or more, on hundreds 
  of worlds. They range from TL0 to mid TL5. The Tech Lords
  destroy any electrical power plant or steel furnace from
  orbit.

The Tech Lords raid the wild humans for more serfs, and a 
sloppy or defeated raider might leave "wands" (pistols) or
"staffs" (rifles), "amulets" (computers with useful apps)
or "potions" (medicines).

Regards,
Onno
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