"The year is 3200 and mankind's empire lies in ashes.
The Jump Gates fell six hundred years ago, severing the links between the myriad worlds of the human diaspora.
Now, the long isolation of the Silence falls away as men and women return to the skies above their scattered worlds.
Will you be among them once more?'
Hyperspacial drives might be far more terrorfying then then the player's realize and the standard spike drive is the alternative which became industry standard. There are other technologies that the PC's want too salvage;"The salvage of ancient derelicts or wrecks is an important (and lucrative) activity. Gravity generators and inertial suppressors are only two of the important technologies than many civilizations are able to exploit, but not necessarily manufacture themselves. Intact data systems are a particularly spectacular find. There is always hope of engineering schematic files executable in modern nanofactories." This dives into the heart of Stars Without Number's rules and setting. Although the fantastic pretech & overtech are available the secrets to thier manufacture are almost certainly lost unless some space wreck or other ancient starship remains gives up thier secrets.
Then there's the matter of the salvage fleets that are still flying in hyperspace and using the secrets of spike drives. These might seem like thier unlikely to be found in a Strange Stars setting but think again.







