(Off-topic: "Drakon's Inspiring Infrastructure" sounds like a 1st edition D&D spell, trying to rip off Vance's Dying Earth...)
Drakon (#3785) recently posted some inspiring comments on infrastructure. The resulting posts moved me to dredge up some of my old links on organic farming, a topic which I think almost qualifies as "environmental engineering" because a good, high-tech organic farm is really a managed ecosystem.
Drakon and others made comments about horses being justifiable, about information being more important than technology, etc.
The topic has many ramifications that go beyond mere technology. For example, the thread mentioned professions, which I won't discuss in this thread.
For example, I can start a high-tech organic farm in real life. However, I need to pick individuals who are very educated and motivate them to stay loyal to the goals of organic farming. That fact is a little counter-intuitive to folks thinking like
game refs. In a game, you're tempted to say, "You can't get
lots of smart people. You can't even get 13 Intelligence. You
have to work with 9 or A intelligence at best, and those folks
will try to mutiny." That makes a fine Traveller game. But it's
simulating Marc W. Miller's vision, not reality.
In reality, the people who start ambitious enterprises often have unusual levels of skill and motivation. In real life, people make huge sacrifices in order to have horses rather than machines. In real life, people conduct irrational suicide attacks. Etc. Humans are complicated -- much more complicated than fictional characters, even Traveller or SpaceMaster characters.
In this thread, then, I'll try to mention the similarities I see between Drakon's intuition and Buckminster Fuller's theories.
I will conclude by saying it can't be done with un-patched Classic Traveller rules.
1. Drakon seems to be inspired by the possibility of a campaign that includes an unfolding infrastructure, and character efforts which make increased complexity possible. This is great. It taps into the big audience of SimCity and Civilization fans that play RPGs. I love the idea. I also like games that offer constructive game actions instead of endless diplomacy rolls. Combat is better than diplomacy, but in-character creative action can be better than combat. (How many of us loved the game "Alpha Centauri"?)
2. Buckminster Fuller wrote that technology consists of both artifacts and information, and that by increasing the level of information one can increase the power of technology. This seems to be central to Drakon's intuition that the highly skilled colonists would be able to sacrifice some capabilities of a high tech level without losing essential infrastructure for the eventual re-establishment of a high tech level.
3. The Traveller rules for tech level are crude. They do not distinguish between artifact and skill. They do not identify social substructures that might be necessary to utilize given technology patterns. And perhaps worst of all they do not show that a given level of effectiveness might be reached by multiple different paths. The colonists in Drakon's vision would be pursuing a radically different behavior pattern than the parent society and thus they would have the potential for greater efficiency and productivity than could have been achieved in the parent society or in previous societies.
4. Therefore if one wishes to play with Drakon's vision, the Traveller rules must be upgraded above Classic Traveller, probably to some custom form that gives greater detail in description of social structures, skills, technological behaviors, and infrastructures. In fact, one would have to design so many new rules that one coud probably dispense with the Traveller rules altogether, since the primary conflict would have to be resolved with entirely new rules.
Drakon (#3785) recently posted some inspiring comments on infrastructure. The resulting posts moved me to dredge up some of my old links on organic farming, a topic which I think almost qualifies as "environmental engineering" because a good, high-tech organic farm is really a managed ecosystem.
Drakon and others made comments about horses being justifiable, about information being more important than technology, etc.
The topic has many ramifications that go beyond mere technology. For example, the thread mentioned professions, which I won't discuss in this thread.
For example, I can start a high-tech organic farm in real life. However, I need to pick individuals who are very educated and motivate them to stay loyal to the goals of organic farming. That fact is a little counter-intuitive to folks thinking like
game refs. In a game, you're tempted to say, "You can't get
lots of smart people. You can't even get 13 Intelligence. You
have to work with 9 or A intelligence at best, and those folks
will try to mutiny." That makes a fine Traveller game. But it's
simulating Marc W. Miller's vision, not reality.
In reality, the people who start ambitious enterprises often have unusual levels of skill and motivation. In real life, people make huge sacrifices in order to have horses rather than machines. In real life, people conduct irrational suicide attacks. Etc. Humans are complicated -- much more complicated than fictional characters, even Traveller or SpaceMaster characters.
In this thread, then, I'll try to mention the similarities I see between Drakon's intuition and Buckminster Fuller's theories.
I will conclude by saying it can't be done with un-patched Classic Traveller rules.
1. Drakon seems to be inspired by the possibility of a campaign that includes an unfolding infrastructure, and character efforts which make increased complexity possible. This is great. It taps into the big audience of SimCity and Civilization fans that play RPGs. I love the idea. I also like games that offer constructive game actions instead of endless diplomacy rolls. Combat is better than diplomacy, but in-character creative action can be better than combat. (How many of us loved the game "Alpha Centauri"?)
2. Buckminster Fuller wrote that technology consists of both artifacts and information, and that by increasing the level of information one can increase the power of technology. This seems to be central to Drakon's intuition that the highly skilled colonists would be able to sacrifice some capabilities of a high tech level without losing essential infrastructure for the eventual re-establishment of a high tech level.
3. The Traveller rules for tech level are crude. They do not distinguish between artifact and skill. They do not identify social substructures that might be necessary to utilize given technology patterns. And perhaps worst of all they do not show that a given level of effectiveness might be reached by multiple different paths. The colonists in Drakon's vision would be pursuing a radically different behavior pattern than the parent society and thus they would have the potential for greater efficiency and productivity than could have been achieved in the parent society or in previous societies.
4. Therefore if one wishes to play with Drakon's vision, the Traveller rules must be upgraded above Classic Traveller, probably to some custom form that gives greater detail in description of social structures, skills, technological behaviors, and infrastructures. In fact, one would have to design so many new rules that one coud probably dispense with the Traveller rules altogether, since the primary conflict would have to be resolved with entirely new rules.