member, 440 posts
Wed 5 Apr 2017
at 01:59
[IC] Gurps TL 11 colonization
I'm looking to see if t here is any interest in an interstellar colony game at TL 11, no non variant tech. Slow boats.

It's something I've tried before at TL10, but the way I did it made replacing players hard. What I'm looking at now is a prefab city, with everything but living spaces for the Sleepers. Some of the advantages of TL 11 Ship mods are multi function areas, which allows more empty space for Habitat modules set up as offices, labs, etc. Fuel tanks and empty cargo (as the Sleepers are awakened) can be turned into Full Life Support living spaces, eliminating the need for major growth success for colony survival.

That will let the game focus are exploration and expansion. Studying the alien life, killing it off to make room for Earth life, finding raw materials for the Nano Fabricators, etc. It will also make for replacing crew easier.

Characters would be low end of 20 something lottery winners with no special skills beyond the 10 points they'd have acquired in training (that reflecting about 1 year of training). There would be professionals (soldiers, scientists, pilots, etc) as well, of course, but not for the players.

Note that wealth and status would be set at normal, to start, as you can't bring most of it with you. Both will be able to be earned at the new colony of course.

Is there any interest?

This message was last updated by the user at 03:30, Wed 05 Apr 2017.

 member, 25 posts
Wed 5 Apr 2017
at 06:37
[IC] Gurps TL 11 colonization
I'd love to give it a shot.
 member, 1 post
Thu 6 Apr 2017
at 16:52
[IC] Gurps TL 11 colonization
I'm interested
 member, 443 posts
Thu 20 Apr 2017
at 18:15
[IC] Gurps TL 11 colonization
Response was underwhelming, but I'm going to put it up for players, even so.

If I can get 4-6 players, I'll run the game.

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