One way to classify SF worlds is to consider what technological miracles are inherent to the setting or story. In this context, we can think of a “miracle” as some area of technology that has a significant effect on the environment in which adventures take place. A technological miracle defines a significant difference between the fictional setting and the real world familiar to the reader or player. – GURPS Space page 29; A Taxonomy of Miracles
The previous sections may make it sound like one
should avoid any technology with broader implications at all costs.
This is not so! You should, however, only introduce the
setting-altering technologies that you wish
to introduce, and ensure that all other technologies don’t
interfere with them. In fact, “Miracle-Tech” is often
the most interesting
part of your setting.
Now, to be clear,
you don’t need
“Miracle-Tech.” Much sci-fi out there uses space tropes
as an excuse for exploring exotic things, much as fantasy uses magic
for the same purpose. If you want your hero to rescue a blue-skinned
space-babe from a tentacled monstrosity, it’s a little more
believable if it’s set on the moon of a dying Jovian world than
it is if it’s set in the modern world, but that doesn’t
mean it must have
transformative technologies and tackle deeper philosophical
implications unless
you want it to. If not, then use the previously mentioned technologies as advised
to create a familiar setting without worrying about exotic
technologies.
But if you want
Miracle-Tech that provokes thought and exploration, the first thing
to realize is that nearly any
technology can be miracle tech. For
example, even if we set aside the qualitative differences
TL 12 medicine might have and just look at the quantitative
differences of a TL 12
physician’s kit, imagine the sweeping implications if modern
doctors could treat five times as many patients five times as
effectively? That alone would mean many more lives saved and an
absolute improvement on
standard of living.
Most of the work I’ve done in the past there sections is about
downplaying the potentially transformative nature of technology.
Here, we do the opposite and play it up. The best candidates,
however, tend to be fairly obvious. Anything where I tell you to be
careful of the broader implications is a great candidate for
transformative technology.
The next question
is, of course, how much
Miracle-tech, and this is entirely up to you and your setting. You
must understand, first and foremost, the mental cost of such a
setting, and try to understand your target audience. For some
groups, the crazier the better: they want to explore every facet of
future technologies and how different and weird the world could be in
the future. For others, the weirder the worse, and they’ll
react with hostility to things that take them too far from their
comfort zone. You’ll have to tailor to what your group can
handle. One word of caution on excessive miracle-tech: the weirder
your setting, the harder it is for your group to relate or to know
what to do. A poster child for this sort of game is Transhuman
Space, and the most common criticism made about the setting is “What
do I do with it?” You’ll need to double down on your
core activity and focus your players attention on it, so they have a
starting point from which to jump into the setting. This can require
a lot of work on your part as you carefully spoon feed the weird to
your players in bite-size pieces until they fully grasp the setting
and its implications. If done correctly, though, it can be an
exceptionally rewarding experience.
The Miraculous Transformation of a Setting
As more technologies advance beyond what is currently possible, society (and the backdrop for adventure) will become increasingly unfamiliar. At its extreme, the addition of miracles gives rise to settings in which nothing is familiar to the GM or players! Such settings can be interesting, but very difficult to sustain for a lengthy campaign. – GURPS Space Page 30: More Miracle
As stated above, nearly any technology can become
Miracle-Tech if explored to its logical conclusion. Even
innocuous technologies that
usually lurks around, undiscussed in the background of sci-fi,
like advanced power cells or fusion power could
have enormous and far reaching effects on our society. What makes a
technology miraculous is its transformative nature.
It encourages the
exploration of philosophical or sociological questions; such settings
are often built around
such questions.
The easiest way
to make a technology a miracle-tech is to make it ubiquitous and then
explore how it would change society. What problems does it solve
and, in solving them, change society? What problems does it cause? If
the technology might not realistically make a big impact, pair it
with innovations that maximize that impact. A good example of this in
modern society are cameras: their ubiquity means many crimes can be
easily solved or even prevented, but at the cost of privacy. Of
course, this is limited by the number of human eyes that can attend
cameras, but imagine of facial recognition software also became
powerful and widespread, and computers could automatically scan
camera footage and pinpoint the location of anyone anywhere with the
push of a button. What sort of impact might that make on society?
You don’t have to explore every possible implication; it can be
enough to look at a single aspect of it (in this case, its impact on
crime, and those that ruling elite wishes to present as criminals; or
what happens when you combine this with excellent forgery or
hacking).
Another, common
approach is to allow the technology to change some fundamental aspect
of the human condition, something that we build our current worldview
around, and have that technology remove it. Antibiotics and vaccines
had such an impact: before, disease was virtually ubiquitous;
nowadays, the death of an infant is considered a tragedy while in
yesteryear, it was quite common.
Topics often tackled
include:
-
Memories and continuity of consciousness as identity.
-
Brainwipe Machine (UT 109)
-
Neural Programming (UT 109)
-
-
The concept of “character” and the perception of personality as an inherent, rather than mutable, characteristic, and the character has “free will” and can dictate his own actions.
-
Neural Programming (UT 109)
-
Dominator Nano (UT 162)
-
Psych Implant (UT 217)
-
Puppet Implant (UT 218)
-
-
Death, and how society builds continuity and legacy around it, as well as how it creates a sense of urgency.
-
Chrysalis Machine (UT 201)
-
Uploading Technologies (UT 219)
-
-
War costs human lives and are fought by humans. Heroes sacrifice their lives to protect others.
-
Drones (UT 26)
-
Robots of any sort.
-
-
The march of maturation, how children become adults, and how adults gain experience, and then age and die
-
Regeneration Tank (UT 201)
-
Regeneration Ray (UT 202)
-
Biofabricator and Growth Tanks (UT 204)
-
Instaskill Nano (UT 59)
-
Chipslots (UT 216)
-
-
Our civilizational ascendancy as the only sapient race
-
Volitional AI (UT 28)
-
Uplift technologies (UT 218)
-
-
Individuals as distinct, concrete entities, as opposed to hive minds, copied mind or minds that can merge and diverge.
-
Mind Emulation (UT 27) and Uploading Technologies (UT 219)
-
Sensies (UT 57)
-
Neural Interface technology (UT 48) and Neural Communication (UT 46)
-
-
We have a humanoid form and senses that dictate our experiences
-
All cybernetics (UT 207+)
-
Total Cyborg Conversion (UT 27)
- Implant Seeds (UT 202)
-
We exist primarily in a concrete and largely immutable physical world, as opposed to a world we can directly control.
-
Virtual Reality (UT 53)
-
Interactive Holoprojection (UT 53)
-
Neural Interface technology (UT 48)
-
-
Our economic systems are driven by a lack of material goods, food and energy
-
Fusion Power (UT 20)
-
Cosmic Power Cells (UT 19)
-
Robofacs, Nanofacs, Replicators (UT 90-93)
-
Food Vats (UT 74)
-
-
We cannot know the future, and we cannot experience or change the past
-
Timescanner (UT 67)
-
Limiting the Impact of Miracle-Tech
If a technology or gadget seems like it may cause problems in a particular campaign, there are various ways to handle it – GURPS Ultra Tech page 12, Preventive Measures
You may want to include a miracle-tech without
actually making huge changes to your setting, or making only specific
changes to your setting. Carefully controlling Miracle-Tech is
crucial to getting precisely the setting you want! Fortunately, we
have many options to control our miracle tech, many of which
Ultra-Tech already discusses, as noted in the quote above, but we can
expand this further.
The most common way of
limiting miracle-tech in a setting, especially in many sci-fi
short-stories or in supers settings, is to limit the setting to a
single, or a few, devices, typically prototypes. The technology may
have been freshly created, or only a single person knows how to make
that technology. For example, there may be only a single sapient
robot into the entire world, or only a single gadgeteer super-hero
has created a cosmic power-source, which powers all of his
super-gadgets and is constantly on the run from villains who want to
steal his technology. This approach allows you to explore the
philosophical implications of a technology, or allow you to fully
embrace its awesome impact, without substantially changing the
setting. The two cited examples could fit perfectly well in the
modern world.
Another common
approach is to limit the
scope or scale of the miracle technology. You might remove
or limit those aspects of the technology that would be truly
transformative. Regeneration rays show up in Star Trek, but seem to
do nothing for aging or restoring functions to plot-interesting
injuries (typically certain handicaps, like blindness or
infertility). You can also
limit the scope of a technology: perhaps cosmic power exists, but it
can only power certain, specific devices; perhaps replicators exist,
but can only produce certain specific gadgets. You can also limit
their impact on time. Perhaps instaskill nano “fades”
after a couple of hours, or perhaps timescanners can only look back a
day.
Finally, while the
technology might be potentially transformative, either society or the
story itself just ignores those transformative aspects, or doesn’t
use their technology that way. Nuclear weapons serve as an excellent
example of this, as they had the potential to dramatically shift the
world, but instead everyone assiduously avoided using them in such a
way as to create a radioactive hellscape; most “standard issue
sci-fi tech” falls into this as well: human-level AI in
androids might raise all sorts of philosophical questions, but people
just don’t treat AI like people, and tend to avoid those
questions where possible.
Mixing and
matching your controls of miracle tech can help you explore the story
that you want, and can be part of the story themselves. There
may be very few robots, people might also dislike robots and those
choose not to use them further, and their may be limits on how robot
minds work (for example, they must reside on a neural net and cannot
be easily uploaded or copied); taken together, this might allow you
to explore artificial minds without also worrying about the nature of
identity or what happens when you introduce total cyborgs, and the
social limitations and prejudices themselves might be interesting to
explore. Some GMs might bristle at such limitations as
“unrealistic,” but such limitations seldom are: our
predictions of the future are as often overly optimistic as they are
pessimistic. Atomic technology represents a good example of this in
both ways. Due to social pressures and unexpected impracticalities,
neither the utopian nor apocalyptic predictions have yet come true.
Embracing the Transformation
On the other hand, if your setting is about
a particular miracle tech, or you wish to explore a specific issue
deeply, you might want to take the brakes off and really,
dramatically change your setting with that specific technology! This
has the downside of often creating unexpected results, but if your
intent is to explore
what might happen, those unexpected results may well be a feature
rather than a bug. Furthermore, if you follow the rest of the advice
laid out in the above sections, you should have enough of a handle on
the rest of the
technologies that you can afford to unleash one or two.
One way to ensure that
a technology makes a huge impact on the setting is to make it
ubiquitous. What happens if anyone can go downtown and pick up a
fusion generator for the same price as a gasoline generator? What
happens when every home has an android or three? What if an entire
civilization embraces VR and becomes a “sleeper”
civilization, living in a virtual, rather than real, world?
Ultra-Tech has been
careful to balance some of the crazier technologies, but there’s
no reason you have to accept those limitations. Perhaps AI
technology advances rapidly and allows for even smarter technology on
relatively simple devices (for example, volitional AI’s IQ is
limited to complexity*2 rather than complexity*2-3). Instaskill nano
has an upper limit on how many skill points it can grant, but what if
it didn’t? What if Timescanners could also scan alternate
timelines or the future?
Upgrading miracle
technology can be combined with limiting the technology, and often
should be so you get exactly the results that you want. Perhaps
androids are ubiquitous and can reach super-human levels of IQ
relatively easily, but hide this fact from humanity, and cannot
“upload” their minds (being locked into neural nets) and
cannot “make back-ups,” or timescanners can look into the
future and into alternate timelines, but only one such device exists.
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