Star Wars Roleplay: Chaos

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Unban Certain Precursor Tech

ʜᴄ sᴠɴᴛ ᴅʀᴀᴄᴏɴᴇs
It's obvious why some technology from the Unholy Trinity of Star Wars precursors (The Gree, the Kwa, and the Rakata) are all banned. Some objects - space-warping gates and teleporters, engines that can create galaxies, machines that can contrive any sort of species through genetic voodoo - aren't appropriate for usage outside events.

However, certain other items are perfectly in balance with Star Wars RP's baseline power level, or beneath it. Opening the opportunity for players to wield Force Sabers, which ultimately amount to a primitive version of lightsabers charged by the Force instead of a power cell, or to ride around in a high-tech Blue Sphere Transport Enclosure would open the door for exploration of new RP horizons (the very, very ancient civilizations) without greatly unbalancing the setting itself.

I suggest a re-evaluation of the blanket ban on precursor tech with regards to the idea that by making certain items available, we open new avenues of interacting with the setting without disturbing the power-level or overtaking the technology already being used.
 

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