Given my blog’s focus on GURPS sci-fi, I
often find myself fielding a lot of questions, especially about
Ultra-Tech. I often see criticisms leveled against it that it is the
most flawed GURPS book, apart from (perhaps) Magic. While I do not
wish to argue for or against this point, I do understand where and
how people can find it frustrating. So what I want to do with this
post is get to the heart of what I think Ultra-Tech is and what it
isn’t. I want to discuss how I use it, and how I recommend you
use it too, if you want to get the most out of it, and if you want to
understand how GURPS really works, especially when it comes to
sci-fi.
I think the biggest problem with GURPS Ultra-Tech
stems from the fact that people try to treat it as a catalog
when it is better understood as a world-building tool.
I see many people try to use Ultra-Tech in a similar manner to how
they might use GURPS High-Tech; For example, if you can dig through
High-Tech to find that one highly specific gun you want, y ou should
be able to do the same in Ultra-Tech, right? Only what they find in
Ultra-Tech is, at best, very generic ("Blaster Rifle"), and
at worst, potentially profoundly unbalanced. However, GURPS
Ultra-Tech dedicates a considerable volume of its pages not to gear
that characters could carry around, but to concepts and
megastructures, like terraforming projects, cryptography and even
playable robots. These certainly impact characters, but they can
often be better understood as things that exist in the world with
them better than things they carry in their pocket (Incidentally,
this is true of High Tech and Low-Tech too, especially when you
combine the latter with its companions). Ultra-Tech itself takes
this stance, as you can see from the introduction where it discusses
how to use the book, including different technological frameworks,
different development cycles and gadget control.
My approach with
Ultra-Tech has always to take it as a guidebook of inspiration and
ideas. Consider, for a moment, if you were to throw up your hands
over GURPS, and step over to another system of your choice for your
sci-fi epic, such as Fate, World of Darkness or D20. In what sort of
book would you look for ideas about your sci-fi game? You might dig
through Atomic Rockets or a wiki on a setting you wished to convert,
but personally, I'd just pick up Ultra-Tech again, not because I
intended to directly use its mechanics, but because those mechanics
act like benchmarks, and the discussions in the book offer
inspiration. The point of Ultra-Tech, then, is to inform your sci-fi
game. The rest, alas, must be done by you.
Just how much work this
actually requires can vary from "Just create a list of
appropriate technologies" to "How good are you with
algebra?"