The tech levels of the various items in this book should be treated simply as guidelines – a culture may develop some technologies more rapidly than others. --GURPS Ultra-Tech, page 8
The first step most people take when designing a
sci-fi setting is to choose an appropriate tech-level. This is fine,
but the first thing you must understand is that tech level is only a
starting point, at best a loose guideline. You should not treat
tech-level as an absolute. The point of tech level is not to define
what is available and what isn't, but to describe what is generally
available. This, by the way, is true of all TLs. American TL 8 is
not really the same as Nigerian TL 8, and Chinese TL 3 is definitely
not the same as British TL 3. Even works like Dungeon Fantasy or
Action don't precisely hit a single TL: DF is better understood as TL
4 "but without guns," and Action is often "TL 8 but
with a sprinkling of select TL 9 super-gadgets." If I say that
a setting belongs to a particular TL, it already tells you a lot, but
there's a lot it doesn't tell you.
Furthermore, all tech levels assigned to
ultra-tech gadgets is ultimately arbitrary. Just because a setting
is pegged at a particular TL doesn’t mean it has access to all
technology of that TL, or that it has no access to higher TL
technology. GURPS explicitly discusses alternate development paths
and advocates breaking down TL into categories. Personally, working
with split tech-levels is less important than understanding that
tech-level is really just setting a baseline of expectations and
pointing you in a particular direction. This is especially
true of Super-Science technology, as there is no physical basis for
them anyway, so you can declare them to be available when and if you
want. This is explicitly true of super-science power cells, cosmic
power-cells and most psychotronics, but all the tech levels of
super-science gadgets in Ultra-Tech are definitely just suggestions.
So, given that all future tech-levels are
ultimately arbitrary, the authors of GURPS Ultra-Tech seem to have
chosen particular themes around which to wrap the idea of tech
levels, guesses at how advanced and strange a society would have to
be to gain access to a tech level. If we’re going to use tech
levels, it behooves us, then, to understand what the assumptions
behind a given TL is. GURPS Ultra-Tech lays this out for us starting
on page 6, but allow me to approach them with more explicit themes in
mind.
TL 9 – The Microtech Age
This is your "day after tomorrow"
technology. In many ways, it is the “minimum futurism,”
where we go as far into the future as little as we can possibly go
and still feel like we’re playing in a sci-fi setting. It
tends to be fairly grounded in both science and engineering, and the
only reasons we don't have most of these technologies usually amounts
to funding or the fact that not everything has been put into place
yet. It's a very grounded tech level, so much so that to many
people it will barely feel sci-fi at all: many TV shows “set in
the present” make use of many of these technologies, especially
if they want to seem “on the cutting edge.”
Thematically, then, this technology fits well into spy-thrillers,
most dystopian sci-fi, cyberpunk and very early space-faring settings
like the Expanse, or it may represent the post-apocalytpic age of an
advanced civilization.
TL 10 – The Robotic Age
This is your "perpetually 20 years away"
technologies, things like fusion power, railguns and androids. These
technologies should be possible, but have major hurdles we have yet
to overcome. Such settings tend to feel “solidly futuristic,”
but without pushing for truly transformative technologies; in such a
setting, we might expect to recognize people and technology, but
readily see that it far outstrips our capabilities. We tend to see
this sort of technology often in optimistic or “advanced”
cyberpunk settings; supers often occupy this tech level: the
“government” might have secret advanced technology that’s
TL 9, but the gadgeteer hero can eclipse them with his genius and
bring TL 10 technology to the table. I also find that most
space-based settings tend to gravitate towards this TL, as it feels
like a more mature technological setting.
TL 11 – The Age of Exotic Matter
TL 11 technology is beyond our engineering
horizon, but not beyond our physics horizon. We know that such a
technology might be possible, but we don’t really have any
insights into how we’d go about making them. Ultra-Tech also
dives into unabashedly transformative technologies at this point,
which is one reason a lot of GMs tend to shy away from it, and it’s
definitely a TL where you’ll want to start picking and choosing
your technology. It seems to be a TL of choice for mature space
settings and especially space opera, as it begins to feature many of
the technologies one might see in a far flung future with space
princesses and plasma swords.
TL 11 – The Age of Miracles
This is honestly a dumping ground for everything
that doesn’t fit in the first three tech levels. In GURPS 3e,
we had four additional tech-levels, but here, all of that gets
squashed into one, which means when people reach for TL 12, they
realize that GURPS Ultra-Tech considers grasers and disintegrators
roughly equal when they’re obviously not. Here, you must
pick and choose your technologies. In principle, this tends to be
chosen for extremely advanced settings, like Star Trek, or cosmic
civilizations, like the Time Lords. It tends to follow Clarke’s
third law that any sufficiently advanced technology is
indistinguishable from magic, so we see it often with “ancient
aliens who seemed to have unlocked cosmic truths.” We can and
should tame it, because there’s room between TL 11 and “Cosmic
aliens with all the answers”
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.