RolePlay onLine RPoL Logo

, welcome to Game Proposals, Input, and Advice

17:38, 26th April 2024 (GMT+0)

IC: Transhuman(ish) Gurps game.

Posted by tmagann
tmagann
member, 366 posts
Sat 28 May 2016
at 05:35
  • msg #1

IC: Transhuman(ish) Gurps game

I'm giving consideration (pending sufficient interest) to running a Transhuman(ish) game. Not the Gurps 3e setting, although I will likely borrow from it,  but a hard science game involving both genetic engineering and cybernetics for human improvement.

TL 10, although Characters over 40 years of age would be limited to TL 9 gene mods. Your parents can not have bought it for you until it was invented, after all.

The game could, in potential, go into space, but I would be starting it on Earth. Characters would be recent hires of some sort, giving a campaign Patron fo sorts to provide equipment that might be considered restricted or unavailable to your basic citizen.

At least 250 points, possibly a bit more to allow for some interesting gene mods or cyber gear.

Specific nature of the first campaign/objective/mission or whatever is undetermined, as yet.

Does this interest anyone?
spectre
member, 814 posts
Myriad paths fell
away from that moment....
Sat 28 May 2016
at 07:04
  • msg #2

IC: Transhuman(ish) Gurps game

This is definitely interesting to me! What kinds of characters are you willing to try out? Would you allow an AI for instance? This seems like an awesome campaign idea.

Also, we're talking gurps 4e?
OakMaster
member, 66 posts
"Choose you this day
whom ye will serve..."
Sat 28 May 2016
at 07:20
  • msg #3

IC: Transhuman(ish) Gurps game

Psi?
tmagann
member, 367 posts
Sat 28 May 2016
at 07:38
  • msg #4

IC: Transhuman(ish) Gurps game

Gurps 4E, yes.

Psi, no. That adds a bit more than I want to deal with right now. Dealing with the ramifications of full immersion AR is enough to start.

And AIs aren't exactly transhuman, or any sort of human. No AI or robotic characters. Certainly no Intelligent supercomputer as a character.....although maybe as a villain or patron, I suppose.

Basically, the emphasis would be on bio mods and genetic mods, with certain obvious sorts of cyber mods common, such as neural jacks, implant computers and enhanced senses (particularly eye displays). Although uncommon types of cyber would be available as well. Still why replace a missing arm with a machine that needs a mechanic twice a month when you can just grow a new arm?

An AI companion in a wearable computer would likely be something everyone would have, but it won't have a very high intelligence unless you can pay for a LOT of extra complexity. At least not a Volitional AI. And, if, after calculating IQ and mental and physical advantages and disadvantages, it had a positive point total it would be an Ally. But that's not very likely.
ccanary01
member, 17 posts
Sat 28 May 2016
at 13:50
  • msg #5

IC: Transhuman(ish) Gurps game

Definitely interested. I presume extreme human performance enhancement is the theme? Regenerating limbs sure but also enhanced strength, agility, intelligence from a purely biological perspective? As well as cybernetic enhancements?
swordchucks
member, 1211 posts
Sat 28 May 2016
at 14:20
  • msg #6

IC: Transhuman(ish) Gurps game

Anything more on the political/economic nature of the world?  Are we talking largely post-scarcity or hyper-capitalism?  I'm assuming it's not monolithic (though that's possible, too), but what's the lay of the land in terms of actual politics?  Theocracies, technocracies, socialism, communism, corporatocracies?
tmagann
member, 368 posts
Sat 28 May 2016
at 15:59
  • msg #7

Re: IC: Transhuman(ish) Gurps game

ccanary01:
Definitely interested. I presume extreme human performance enhancement is the theme? Regenerating limbs sure but also enhanced strength, agility, intelligence from a purely biological perspective? As well as cybernetic enhancements?


Yes, but cybernetic enhancements would be less common, simply because so many of them are easily doable with bio mods, or hit legality levels that make them unavailable for the average citizen. Certainly the whole suite of Information enhancements: Sensies, neural jacks, implant communicators, implant computers, etc.

Armor, implant weapons, etc wouldn't be available for starting characters, because there would be nowhere legal to get them, save the military, and much of that sort of thing would have been removed on mustering out.

In addition to legal issues, social issues would make extreme or obvious body mods prevalent, mostly, to assorted subcultures. Or fashion statements for suburban wannabes. Much like extreme piercing and other body mods today. The difference being that, at TL 10, they are easily reversed, income permitting.

swordchucks:
Anything more on the political/economic nature of the world?  Are we talking largely post-scarcity or hyper-capitalism?  I'm assuming it's not monolithic (though that's possible, too), but what's the lay of the land in terms of actual politics?  Theocracies, technocracies, socialism, communism, corporatocracies?


Well, this is just an interest check, not a World Setting write up, and, frankly, I'm still working out some of the ramifications in my head, but, following current trends:

Population levels that make space a premium, hence fewer houses, many more fairly dense apartment complexes, plus under-sea cities, desert developments, arctic developments, etc. Agricultural land at a premium, but hydroponics would help offset some of that.

Also a resource issue leading to self cleaning clothing, sonic sink and showers in homes, electric motors, solar cells, etc.

As to politics, mostly reasonably modern, most likely, although many fringe environment (Undersea, desert, arctic, etc) communities might well be corporate run, especially if they are company towns.

And, of course, it's the modern Information Age taken to an extreme: Augmented Reality where your wearable computer is  your lifeline, a heavily monitored society given the growing modern preponderance of public and private security and traffic cameras, etc.
spectre
member, 815 posts
Myriad paths fell
away from that moment....
Sat 28 May 2016
at 22:42
  • msg #8

Re: IC: Transhuman(ish) Gurps game

Sounds really interesting! Count me in if you get things off the ground.

How many players are you thinking you will need?
This message was last edited by the user at 07:56, Sun 29 May 2016.
Orvallon
member, 49 posts
Sun 29 May 2016
at 15:14
  • msg #9

Re: IC: Transhuman(ish) Gurps game

I would be interested in this.
tmagann
member, 369 posts
Sun 29 May 2016
at 15:25
  • msg #10

Re: IC: Transhuman(ish) Gurps game

spectre:
Sounds really interesting! Count me in if you get things off the ground.

How many players are you thinking you will need?


I'm hoping for at least 4 or 5.
ccanary01
member, 19 posts
Tue 31 May 2016
at 01:58
  • msg #11

Re: IC: Transhuman(ish) Gurps game

You can put me down for between interested and extremely interested depending how the setting and story play out.
Rodentia
member, 490 posts
Thu 2 Jun 2016
at 00:18
  • msg #12

Re: IC: Transhuman(ish) Gurps game

Definitely Interested.
tmagann
member, 370 posts
Thu 2 Jun 2016
at 06:16
  • msg #13

Re: IC: Transhuman(ish) Gurps game

I've done up the basics of a game page. Some setting aspects still need to be filled in, but the general overview is there. link to another game

As the page is still under construction, there may be gaps here and there.

If I can get 5 completed characters, I'll start the game up.
This message was last edited by the user at 19:02, Thu 02 June 2016.
Sign In