Once you’ve created your technological
framework, you need to get it into your players’ hands.
Players will interact and learn about your framework via a setting
description, a gear catalog or alternate rules; optionally, they
might use it during character creation (but we can treat this as a
gear catalog).
Setting description is typically the most key
point, as it will occur for any and all sci-fi settings, whether or
not the players even have access to a gear-list. Typically,
Familiar-Tech is not worth mentioning at all;
it should be implied
in the basic premise of “Like X but in the future.” The
exception to this is Weird Safe-Tech; you don’t need to be very
explicit about it, but painting the technology’s differences
helps. Convenience-Tech and Standard Issue Sci-Fi Tech also doesn’t
need a great deal of discussion, at least not in the setting
description, as they are meant to be familiar or to simply remove
problems. These tend to come across nicely in the broader
descriptions of the setting itself. In short, unless it drastically
changes how the characters interact with the setting beyond
default assumptions, it doesn’t
need to be stated outright; it can be implied instead.
Miracle-Tech
definitely needs a
discussion and should be set aside and highlighted. These are the
technologies that largely make
the setting. You should also discuss whatever limitations are in
place, or any variant rules you’re using, or how people see
that technology. This can and should be fairly explicit.
When it comes to
a gear catalog, preface it with any sweeping mechanical changes,
including the base TL, the effectiveness of power cells, special
rules for handling computer programs, etc. The gear catalog, after
that, should tackle only
the things that matter to your game, typically things that the
players will want to get for their characters. This can be as
detailed as you want, and may be divided up into different markets
(“This technology is available only to Alphan players; this
technology is available to everyone, but Betans get a 10% discount”)
and sections. Use GURPS Dungeon Fantasy or GURPS Action as a
guideline.
If your campaign
framework revolves around something innovative or requires
substantial changes to the rules, make sure those rules are available
to the players. For example, if you have detailed hacking rules,
players should be able to access those so they know what it is that
they need to buy.
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