Klaus Kipling
Mongoose
Just saw a report on the Channel 4 News about mind controlled video games.
I've been following this tech in the media for a while now, and this game tech, http://emotiv.com/, is going to hit the shops this Xmas.
While primitive, it's obvious that this stuff works, and will only get better and more sophisticated within our lifetimes (TL8). Extrapolate this to a mature TL10-15 society, and it would be odd for this stuff not to be in use.
Basically, we don't need neural implants to do this stuff (at least, using your mind to control devices - having devices affect the mind might be a different matter), a simple headband or cap will do.
So how can this, now obvious concept, be included in our favourite sci-fi rpg?
In terms of game effects, it's probably quite simple. In fact, maybe it's already implicit. We expect our TL12 vacsuits to have some kind of HuD, and some way of controlling suit comms and sensors in the field. Are our characters really fumbling around with tongue-operated joysticks (please, no puns :wink: ) or clumsy wrist mounted controls? We can envisage choices made by eye movement and blinking, but with this brain sensor our characters can stop acting like Herbert Lom in "The Pink Panther Strikes Again".
I can see this tech as a standard feature of combat helmets, allowing soldiers to adjust their visual sensors, update the tactical map, change the preferences setting for their smart weapon, and contact their CO on private all while they're crawling through the undergrowth sneaking up on the enemy.
Mechanically this hardly affects the game at all. A surgeon operating on a patient can already call up reference data into his eyeglass from the database. He just doesn't need to talk or ask a nurse to do it for him.
At most it just means that a standard action might now become a minor action, or a minor action becomes a free action. No worrying about modifiers or game balance, no complex rules necessary.
The opposite effect, the device putting data back into the human mind, like Alistair Reynold's experientials, is another matter, but Traveller should be able to assimilate mind control of devices without any fuss at all.
I've been following this tech in the media for a while now, and this game tech, http://emotiv.com/, is going to hit the shops this Xmas.
While primitive, it's obvious that this stuff works, and will only get better and more sophisticated within our lifetimes (TL8). Extrapolate this to a mature TL10-15 society, and it would be odd for this stuff not to be in use.
Basically, we don't need neural implants to do this stuff (at least, using your mind to control devices - having devices affect the mind might be a different matter), a simple headband or cap will do.
So how can this, now obvious concept, be included in our favourite sci-fi rpg?
In terms of game effects, it's probably quite simple. In fact, maybe it's already implicit. We expect our TL12 vacsuits to have some kind of HuD, and some way of controlling suit comms and sensors in the field. Are our characters really fumbling around with tongue-operated joysticks (please, no puns :wink: ) or clumsy wrist mounted controls? We can envisage choices made by eye movement and blinking, but with this brain sensor our characters can stop acting like Herbert Lom in "The Pink Panther Strikes Again".
I can see this tech as a standard feature of combat helmets, allowing soldiers to adjust their visual sensors, update the tactical map, change the preferences setting for their smart weapon, and contact their CO on private all while they're crawling through the undergrowth sneaking up on the enemy.
Mechanically this hardly affects the game at all. A surgeon operating on a patient can already call up reference data into his eyeglass from the database. He just doesn't need to talk or ask a nurse to do it for him.
At most it just means that a standard action might now become a minor action, or a minor action becomes a free action. No worrying about modifiers or game balance, no complex rules necessary.
The opposite effect, the device putting data back into the human mind, like Alistair Reynold's experientials, is another matter, but Traveller should be able to assimilate mind control of devices without any fuss at all.