Though some moralists through history have denied it, play is one of the fundamental activities of mankind. Even the poorest hunter-gatherers played games and sat in rapt attention listening to storytellers. As societies became more complex, so did the tools they used to have fun.
Dolls (TL0). Most societies fashioned small figurines from clay or disposable materials. These may have been used as toys. Made of clay: $4, 0.25 lb. Made of cloth, hair, or plant husks: $4, neg.
Board Games (TL1). There’s evidence of board games by 2500 B.C., but they were probably played much earlier. Early Western games involved racing around the board, perhaps while capturing others’ pieces as in backgammon, while go developed very early in China. Boards were typically wooden, with clay or stone pieces. $40, 3 lbs.
Dice (TL1). Dice made from lightly carved bones such as sheep’s knuckles may go as far back as 3000 B.C. Most can roll 1-2 (games with “two-sided dice” usually involve rolling a handful and adding up values), but 1-4 and 1-6 weren’t hard to find. Twenty-sided dice, invented by the Romans, date to as early as the second century A.D. Set of dice (up to five two-sided dice, or two or three dice with more sides): $6, neg.
Dominoes (TL1). Games played with numbered tiles were independently invented in Egypt and China by 1400 B.C. Set of around 30 tiles: $22, 1.5 lbs. Early cards-like games resembling mah jong were played with larger sets of domino-like tiles: $44, 3 lbs.
Kite (TL2). Made of paper or silk on a wooden frame, kites appeared in eastern Asia between 1000 and 500 B.C. In addition to recreational use, kites could be used as signal flags visible from a great distance, or to send small objects aloft and over obstacles. In a favorable wind, a typical kite could lift up to 0.5 lb. Kite a yard across, with 20 yards of string: $33, 2 lbs.
Cards (TL3). Playing cards date to the Middle Ages. Before printing (p. 48), they had to be individually painted: $400, 0.5 lb. Cost dropped when printing allowed them to be mass-produced (late TL4): $50, 0.5 lb.
Public Spectacles (TL1). Though sporting contests and theatrical performances are probably as old as humanity, purpose-built venues were a product of early civilizations. Nominal prices for an afternoon’s entertainment could range from $3 for remote seats to $50 for seats near the action. Civic groups or politicians might buy and distribute blocks of seats. The best seating was often reserved for the ruling classes, making admission a benefit of Status.
Automata (TL2). Several empires had upper classes wealthy enough to spend considerable sums on mechanical amusements. Among the earliest such contrivances were small automated displays and vending machines, operated by the energy provided by a falling coin. A Roman hand-cranked theater, invented in the first century B.C., provided small audiences with a show lasting several minutes. The most expensive devices weren’t commercial amusements, but were incorporated into temples and palaces to impress visitors: self-opening doors and so on, powered by hydraulics, servants behind the scenes, or occasionally steam (see Rudimentary Steam, LT p. 28). A simple contraption, such as a holy water vending machine, is at least $3,000, 50 lbs.; automated architectural features start at $10,000.
Bathhouse (TL2). Since heating water at home was expensive, many sophisticated low-tech societies had bathhouses. For a nominal fee (ranging from $1 for small baths, using individual wooden tubs, to $6 for grand ones, with pool-sized baths and multiple water temperatures), one could purchase a long bath in hot water. Bathhouses were typically segregated by sex either physically (men used one side, women the other) or in time (men and women alternated days). Even the smallest establishments provided other services – such as soap, massages, hairdressing, or snacks – for additional fees. Large ones might host shops, athletic grounds, or even libraries.
Optical Amusements (TL4). Two 16th-century inventions, the camera obscura (see GURPS Low-Tech Companion 1) and the magic lantern, were mostly curiosities for wealthy scholars, but occasionally used as entertainment. Magic lanterns projected light from an enclosed source through an etched glass panel, casting an image on the wall of a darkened room. Admission to a viewing lasting up to an hour costs about $10 to $20.
Many historical sports, from running to wrestling, required no gear whatsoever; some societies even practiced these naked. Other activities, such as chariot racing and archery contests, used equipment, but nothing specialized for the sport; for example, there would be no difference between a bow for an archery competition and one for war. Some sports needed purpose-built gear, however.
Ball (TL0). Small ball for throwing and light stick games: $3, 0.25 lb. Large, soft ball suitable for games resembling soccer and rugby: $9, 1 lb.
Stick (TL0). Variations on the theme of knocking a ball through a goal with a stick have been independently invented across continents. Many sticks have a feature on the end suitable for the sports for which they’re designed; e.g., a curved blade for hockey, a paddle or a net for tennis, or a mallet head for polo. $25, 1 lb.
Maya Ball Game Kit (TL1). The Maya practiced a sport involving athletes wearing heavily padded loincloths knocking a large rubber ball around an I-shaped court. Ball: $40, 6 lbs. Uniform: $18, 1.5 lbs. (Variants of the game had the players wear arm and leg protection; treat as leather limb armor.)
Discus (TL2). A Greek throwing discus, made of bronze, might average $30, 6 lbs., but examples from half to double that weight and cost aren’t unheard of. An athletic discus isn’t designed for point accuracy; combat stats are as for a fighting version (p. 77), but Acc is 0.
Fire-driven noisemakers date to the second century B.C. (some woods, like bamboo, have pockets of air and sap that explode if heated), but real fireworks originated around the 10th century A.D., in China. Knowledge of fireworks spread along with gunpowder, reaching Europe by the later Crusades (see Black Powder, LT pp. 85-87). Static displays, involving figurative frames covered with fireworks, became popular in the West, while noisemaking capabilities were particularly prized in the East. Continuous linked fuses weren’t developed until TL5; TL3-4 fireworks were lit individually or in tight clusters by artisans wearing damp clothes or layers of fresh green leaves for protection from sparks.
By late TL3, most fireworks fell into four categories:
Fountain (TL3). A slow-burning powder in a tube that’s open at one end, producing a fountain of flame and sparks for 1-2 minutes. Does 1 point of burning damage per second to anyone holding it, but can be used as a jet (Range 3), likewise doing 1 point of burning damage per second to its target. $40, 1.5 lbs.
Ground Rat (TL3). A faster-burning powder in an open-ended tube. Essentially an underpowered rocket, the ground rat skimmed unpredictably over the ground for 20- 30 seconds. If held, damage is as for a fountain. $5, 0.1 lb.
Noisemaker (TL3). Gunpowder in an enclosed paper tube. Explodes with a loud noise, doing 1d-3 burning damage if in direct contact with someone when it goes off. $1, 0.05 lb.
Rocket (TL3). A development of the ground rat producing enough thrust to get off the ground. Rockets have a range of up to 75 yards, but are unguided; use Gunner (Rockets) at -5 (maximum skill 9) to hit anything; see Rockets (p. 87). $10, 0.5 lb. Exploding rockets (TL4) have a separate compartment that blows up when the rocket reaches its height (1d cr ex, if anything fragile is in the vicinity). $20, 1 lb.
The most popular ultra-tech entertainment systems may be dreamgames or sensie media, but there are other ways to have a good time!
This is a combination sound mixer, synthesizer, and digital recorder. A cybervox can analyze, record, duplicate, and modify any sound (short of dangerous ultrasonic or subsonic frequencies), including music and speech. It can be used as an electronic musical instrument. Often worn on a shoulder strap; some are built into guitars or other instruments. It provides a +1 (quality) bonus to appropriate Electronics Operation (Media) or Musical Instrument tasks. $200, 2.5 lbs., C/10 hr. LC4.
These devices use neural technology to produce continuous sensory pleasure. In some worlds, these devices may replace drugs as a major vice . . . but unlike drugs, they require nothing more expensive than electrical current.
Euphoria Machine (TL9): This device runs off a power cell (or house current). The user must connect to it via direct neural interface. It electrically stimulates the brain’s pleasure centers for as long as it is worn. This is very addictive.
It’s possible to wear a low-power device and still function (sort of). The user suffers the Euphoria irritating condition (p. B428), and must roll vs. Will each week to avoid addiction. It is small enough to be discreetly attached to a belt or headband. $100, 0.1 lb., A/100 hr. LC3.
Ecstasy Machine (TL9): A more powerful device, usually worn in bed. It works the same way as a euphoria machine, and can function at “low power” as one. It can also be set for a level of pleasure so intense the user can do nothing else: this is the Ecstasy incapacitating condition. Roll vs. Will-3 each day that the device is used to avoid addiction. An ecstasy machine is $500, 0.5 lbs., 2A/24 hr. LC2.
Neurostimulator (TL9): This is usually a handheld device or implant. It uses direct neural induction to produce the low-power Euphoria irritating condition of the euphoria machine. It does not require a neural interface, but works only as long as it is in contact with bare flesh, plus a second after. The intensity increases to incapacitating ecstasy if applied to erogenous zones. The neurostimulator takes a few seconds to build up to full intensity. It is ineffective as a weapon, but it can provide a +2 (quality) bonus to both Erotic Art skill and to Interrogation skill with a cooperative or restrained individual. $100, 0.2 lb., A/1 hr. LC3.
Neural disruptors and neurolash weapons are available that deliver an extremely powerful (but transitory) pleasure jolt.
Holotech projection technology and sophisticated computers permit the creation of realistic adventure-theme parks without the need for virtual reality. For $150/day, gamers can join a party of like-minded individuals for several days of escapism in the setting and genre of their choice.
Special effects, from wizardly lightning bolts to vast battles, are easily accomplished by holotech projections and sonic projections, aided by occasional live actors and remote-control robots. Using sophisticated laser and visual sensors, a Complexity 8+ computer monitors the interaction between the live adventurers and the holograms, and makes them react accordingly. It can even “overlay” holographic images onto a living person.
Holoventure technology is not restricted to recreational use. They are used in military or exploration training exercises, and less sophisticated systems can provide special effects for stage productions.
This instrument melds ordinary music with subsonic or psionic waves that alter the listener’s moods and emotions. Anyone can use Musical Instrument (Psychosonic) skill to play it; it adds +2 (quality) to skill. A master can influence minds using Musical Influence skill; see p. B210 for its effects.
A psychosonic instrument normally works only on a general family of species (e.g., mammals). Each extra setting adds +50% to cost. It’s available in a variety of styles, e.g., psychosonic organ, synthesizer, or guitar. $20,000, 5 lbs., B/10 hr. LC3