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Since: Apr 07, 2005 Posts: 14
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(Msg. 31) Posted: Wed Jan 09, 2008 10:58 pm
Post subject: Re: Sci-fi and fantasy combined [Login to view extended thread Info.] Archived from groups: rec>games>frp>gurps (more info?)
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On a dark an' dismal Mon, 07 Jan 2008 01:22:01 GMT, in flickering lamplight, "Michael W. Ryder"
<_mwryder RemoveThis @worldnet.att.net> scribed with phoenix qill :
<<#>>
>A person familiar with Windows and modern text editors would have a very
>hard time with punch cards, or even worse switches to program a
>computer. Learning how to get information from a TL6 computer would
>require knowing the proper commands to enter into the command line and
>how to use a line editor. Yes, a person could learn these fairly
>quickly, but they would not be able to go into a 1950's computer shop
>and start working effectively without the prep time.
Inflicting that on your players would be a little mean, don't you think?
On command line details, I'd not include that as a Computer Skill
problem if they had net access, or even the manual.
At worst I'd go for an IQ roll for educated guesses, none if they have 'Programming'.
Just one thing, this is sort of an example of computers incorporating / emulating
other devices to make things easier.
Do you call a word processor program a use of "Typist" skill or "Computer".
Would you permit a computer user a basic skill of "Manual Typewriter" ?
>If you have only worked on cars with computerized fuel injectors and
>ignition working on a car with a very simple carburetor, gravity fed
>gas, and a magneto is going to take some time. You may know the basics
>of what you are trying to accomplish but would have no ideas on how to
>set jets and floats, adjust points and timing, etc., along with not
>being aware that you may need to drive your car backwards up some hills.
Yes... No, sorry i can't go with that, because by this logic,
you could never tinker with machines of any differing tech level.
Would you tell players that a steam engine's a tech level penalty to comprehend ?
If you purchased it with Cp, it should be broad and deep in scope so that
your 'Grease Monkey' can scavenge parts, or your Techie rig up a Frankenstein
nightmare of TL6 Computer with, say, his TL8 counterpart.
If it's a matter of extracting data, they should a least be able to remove,
or copy, the hard storage.
All with their own tech level tools, nevermind what that storage type was.
>>> If one had training in different tech levels, like a lot of modern
>>> repair persons who have worked in the field for the last forty years,
>>> the penalty should go away.
So then you will have to cope with:-
Is that really a tech level shift?
Shouldn't i still get a penalty on this, since my character has never worked on 'x' before, but it's still my
tech level?
>> But i don't look at tech levels like separate disciplines, because they arn't.
>> Each level, supposedly, represents a degree of comprehension on the way the universe works.
>> As you go up, the sophistication and understanding builds on the prior level.
>> Thus it makes no sense at all to penalise when the *character* is supposed to possess a greater understanding
>> of the device he or she is working on, than it's original inventors' ever did.
>>
>
>At the same time our knowledge increases some knowledge is "lost". When
>was the last time you saw a tube tester at Radio Shack?
Heh, I've never Seen a Radio Shack
>Most technicians today are taught to replace a board or the entire product
>rather than try to determine what is wrong or how to fix it.
You must admit that asking them to fix an IC is a little much !
Usually the cost to fix things like this, in parts and labour,
exceeds the price for a new one.
(I don't like it, but that's our wasteful tech level.)
>> This is something i note about tech and maj.
>> A tech device you'd expect to work everywhere, example:
>> Zap a man and his machine gun back in time to say hi to the dinosaurs.
>> But zap a Mage back to the same point, and you would be asked about the local Manna level.
>> And he'd hope that it supports his spells.
>> Tech level's just how much we know today, and the things made from that knowledge could have been built at any
>> point in time, and this would not change how they work, or prevent them from operating normally.
>>
>> I doubt that the original intent was a spell to do the same things required at every single tech level !
My poorly made point here, was that the magic needs the manna levels, but the tech can mosey on just fine.
Move into a tech level 0 world and it does nothing to prevent your TL8 Knowhow from working.
>> Can you follow my logic?
>
>To a point. Like I posted, there should be some penalty when first using
>"unknown" technology items, but it should go away fairly quickly if you
>have training in a different TL.
I would have accepted that if it were 'new' science, or even a particular variant.
But in the main, if a character is technologically savvy, they should be able to
deal with lower tech with no penalty, sometimes even an advantage.
>There is a spell in GURPS 3, don't
>remember it's name and am not sure if it is in 4, where the person could
>take control of a machine. If he is familiar with the technology of the
>machine, say a modern computer, then there should be no problem. But
>trying the same spell on Eniac is going to present some problems. For
>one, the current program in the computer may not allow the caster to do
>what he wants to do. Without knowing how to get around this problem is
>going to take some time and knowledge.
Humm. "If he is familiar with the technology..." would that mean the mage
needs an appropriate skill? Such as 'Computer Use' or 'Programming' or
just that they have been around these things?
Would this, if cast on a door lock, permit them to lock and unlock the door,
without 'Locksmith' skill? Or if it was electronic system 'Hacking' ?
You see, i think that the Magic should permit Enaic to be locked
into outputting 'Daisy Daisy', otherwise you haven't taken control at all.
Mike >> Stay informed about: Sci-fi and fantasy combined |
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Since: Jul 18, 2005 Posts: 286
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(Msg. 32) Posted: Thu Jan 10, 2008 1:25 am
Post subject: Re: Sci-fi and fantasy combined [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mike wrote:
> On a dark an' dismal Mon, 07 Jan 2008 01:22:01 GMT, in flickering lamplight, "Michael W. Ryder"
> <_mwryder.RemoveThis@worldnet.att.net> scribed with phoenix qill :
>
> <<#>>
>> A person familiar with Windows and modern text editors would have a very
>> hard time with punch cards, or even worse switches to program a
>> computer. Learning how to get information from a TL6 computer would
>> require knowing the proper commands to enter into the command line and
>> how to use a line editor. Yes, a person could learn these fairly
>> quickly, but they would not be able to go into a 1950's computer shop
>> and start working effectively without the prep time.
>
> Inflicting that on your players would be a little mean, don't you think?
> On command line details, I'd not include that as a Computer Skill
> problem if they had net access, or even the manual.
> At worst I'd go for an IQ roll for educated guesses, none if they have 'Programming'.
> Just one thing, this is sort of an example of computers incorporating / emulating
> other devices to make things easier.
> Do you call a word processor program a use of "Typist" skill or "Computer".
> Would you permit a computer user a basic skill of "Manual Typewriter" ?
>
It may be funny watching a modern user trying to use an old Underwood
manual typewriter. The first time it came to the end of the line and
didn't automatically skip to a next line and they tried to figure out
what to do. Or they tried to center and bold a line. Or like the
famous scene in the Star Trek movie where they try to control the
computer by talking to it and then the mouse.
My point is that there will be a difference when using older technology
with newer skills, some will be easy to overcome, others may be much
harder, but it shouldn't be trivial.
>> If you have only worked on cars with computerized fuel injectors and
>> ignition working on a car with a very simple carburetor, gravity fed
>> gas, and a magneto is going to take some time. You may know the basics
>> of what you are trying to accomplish but would have no ideas on how to
>> set jets and floats, adjust points and timing, etc., along with not
>> being aware that you may need to drive your car backwards up some hills.
>
> Yes... No, sorry i can't go with that, because by this logic,
> you could never tinker with machines of any differing tech level.
> Would you tell players that a steam engine's a tech level penalty to comprehend ?
> If you purchased it with Cp, it should be broad and deep in scope so that
> your 'Grease Monkey' can scavenge parts, or your Techie rig up a Frankenstein
> nightmare of TL6 Computer with, say, his TL8 counterpart.
> If it's a matter of extracting data, they should a least be able to remove,
> or copy, the hard storage.
> All with their own tech level tools, nevermind what that storage type was.
>
Tinkering with equipment or raw data is different from using them
effectively. You may be able to figure out in a couple of minutes how
to use an old piece of equipment if you know what it is supposed to do
and have familiarity with a modern equivalent. If you don't have enough
information, say of a file format and encoding, it will be much harder
to use.
>>>> If one had training in different tech levels, like a lot of modern
>>>> repair persons who have worked in the field for the last forty years,
>>>> the penalty should go away.
>
> So then you will have to cope with:-
> Is that really a tech level shift?
> Shouldn't i still get a penalty on this, since my character has never worked on 'x' before, but it's still my
> tech level?
>
Since a lot of people have problems programming their VCR, I would say yes.
>>> But i don't look at tech levels like separate disciplines, because they arn't.
>>> Each level, supposedly, represents a degree of comprehension on the way the universe works.
>>> As you go up, the sophistication and understanding builds on the prior level.
>>> Thus it makes no sense at all to penalise when the *character* is supposed to possess a greater understanding
>>> of the device he or she is working on, than it's original inventors' ever did.
>>>
>> At the same time our knowledge increases some knowledge is "lost". When
>> was the last time you saw a tube tester at Radio Shack?
>
> Heh, I've never Seen a Radio Shack
>
>> Most technicians today are taught to replace a board or the entire product
>> rather than try to determine what is wrong or how to fix it.
>
> You must admit that asking them to fix an IC is a little much !
> Usually the cost to fix things like this, in parts and labour,
> exceeds the price for a new one.
> (I don't like it, but that's our wasteful tech level.)
>
My training included trouble shooting circuit boards down to the the IC
level. I couldn't fix a faulty IC but I could specify that it was the
problem. A lot of repair work now is just replacing parts until it
works or just throw it out and replace with a new one. Could someone
trained in this mentality understand how an old Zenith tube radio worked ?
>>> This is something i note about tech and maj.
>>> A tech device you'd expect to work everywhere, example:
>>> Zap a man and his machine gun back in time to say hi to the dinosaurs.
>>> But zap a Mage back to the same point, and you would be asked about the local Manna level.
>>> And he'd hope that it supports his spells.
>>> Tech level's just how much we know today, and the things made from that knowledge could have been built at any
>>> point in time, and this would not change how they work, or prevent them from operating normally.
>>>
>>> I doubt that the original intent was a spell to do the same things required at every single tech level !
>
> My poorly made point here, was that the magic needs the manna levels, but the tech can mosey on just fine.
> Move into a tech level 0 world and it does nothing to prevent your TL8 Knowhow from working.
>
But would your TL8 gunsmithing skill work in this environment? You
would not have access to the machines or components used with your
knowledge. Your knowledge is still there, but until you can build up
the infrastructure to build the machines to build the stuff you know how
to do it will not be much use.
>>> Can you follow my logic?
>> To a point. Like I posted, there should be some penalty when first using
>> "unknown" technology items, but it should go away fairly quickly if you
>> have training in a different TL.
>
> I would have accepted that if it were 'new' science, or even a particular variant.
> But in the main, if a character is technologically savvy, they should be able to
> deal with lower tech with no penalty, sometimes even an advantage.
>
Using my previous example, a TL8 gunsmith would be at an advantage
repairing a TL5 (?) wheel lock rifle in his shop, at least until he
tries to use modern powders in that rifle. But I don't think he would
be as competent in a TL5 shop trying to repair that same rifle with the
TL5 tools. And he would be totally lost trying to repair a TL7 M16 if
he had to replace any parts.
>> There is a spell in GURPS 3, don't
>> remember it's name and am not sure if it is in 4, where the person could
>> take control of a machine. If he is familiar with the technology of the
>> machine, say a modern computer, then there should be no problem. But
>> trying the same spell on Eniac is going to present some problems. For
>> one, the current program in the computer may not allow the caster to do
>> what he wants to do. Without knowing how to get around this problem is
>> going to take some time and knowledge.
>
> Humm. "If he is familiar with the technology..." would that mean the mage
> needs an appropriate skill? Such as 'Computer Use' or 'Programming' or
> just that they have been around these things?
> Would this, if cast on a door lock, permit them to lock and unlock the door,
> without 'Locksmith' skill? Or if it was electronic system 'Hacking' ?
> You see, i think that the Magic should permit Enaic to be locked
> into outputting 'Daisy Daisy', otherwise you haven't taken control at all.
>
Most early computer were programmed by patch cables, and later by
switches. I worked on an early minicomputer that filled an entire desk.
To start the computer you had to flip some switches to have it read a
punched paper tape to load the program to use the IBM Selectric
typewriter for IO. How is magic going to replicate this without some
knowledge?
I am not saying that magic shouldn't be able to replace technology, but
that a spell is only as good as the person that created or is using it.
It cannot create knowledge unless you get into the very powerful
spells, and at that point why are you trying to get a piece of
technology to do something that is easier for you with magic?
> Mike >> Stay informed about: Sci-fi and fantasy combined |
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Since: Apr 07, 2005 Posts: 14
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(Msg. 33) Posted: Thu Jan 10, 2008 11:51 pm
Post subject: Re: Sci-fi and fantasy combined [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On a dark an' dismal Thu, 10 Jan 2008 01:25:10 GMT, in flickering lamplight, "Michael W. Ryder"
<_mwryder RemoveThis @worldnet.att.net> scribed with phoenix qill :
<<#>>
>It may be funny watching a modern user trying to use an old Underwood
>manual typewriter. The first time it came to the end of the line and
>didn't automatically skip to a next line and they tried to figure out
>what to do. Or they tried to center and bold a line.
Movie tradition would make it a humour event, the first time.
The next time you see them, they are competent-to-expert.
Damn them
>Or like the
>famous scene in the Star Trek movie where they try to control the
>computer by talking to it and then the mouse.
Just a throwaway line, to lighten the mood a little.
It was Scottys' two finger typing that killed me !
Later i rationalised it away, since Scotty wasn't actually doing anything
but type garbage, McCoy must have been covertly uploading
the Data from his Tricorder.
>My point is that there will be a difference when using older technology
>with newer skills, some will be easy to overcome, others may be much
>harder, but it shouldn't be trivial.
Voyager had the Captain use a computer keyboard with no problem.
Presumably she'd invested time in the hollodeck studying the year
they'd found themselves in !
I didn't like that scene at all. I much prefer the 'use my Tricorder'
as it implied interface and auto translation.
But lets face it, Trek is Magic not Science.
<<#>>
>Tinkering with equipment or raw data is different from using them
>effectively. You may be able to figure out in a couple of minutes how
>to use an old piece of equipment if you know what it is supposed to do
>and have familiarity with a modern equivalent. If you don't have enough
>information, say of a file format and encoding, it will be much harder
>to use.
I still think that's something the players would take as cruel, if the data was useful,
but made unavailable because the Character's too inept to fathom it out.
If i make a Techie Character i expect them to be interested in this as a given,
they may be better at electronics but they do know mechanics, even some chemistry
when it overlaps in the right way.
<<#>>
>> So then you will have to cope with:-
>> Is that really a tech level shift?
>> Shouldn't i still get a penalty on this, since my character has never worked on 'x' before, but it's still my
>> tech level?
>>
>Since a lot of people have problems programming their VCR, I would say yes.
They are not programming it, they are supposed to be entering data, 'setting it'.
I'd also say that these are not the type of people that possess any tech skills at all.
I doubt they could wire a plug, they are intimidated by the device. 'It's Magic'
A Players Engineer, used to the method, should never have that thrown at them.
<<#>>
>>> Most technicians today are taught to replace a board or the entire product
>>> rather than try to determine what is wrong or how to fix it.
>>
>> You must admit that asking them to fix an IC is a little much !
>> Usually the cost to fix things like this, in parts and labour,
>> exceeds the price for a new one.
>> (I don't like it, but that's our wasteful tech level.)
>>
>My training included trouble shooting circuit boards down to the the IC
>level. I couldn't fix a faulty IC but I could specify that it was the
>problem. A lot of repair work now is just replacing parts until it
>works or just throw it out and replace with a new one. Could someone
>trained in this mentality understand how an old Zenith tube radio worked ?
Hand on hart, would you really call that a repair?
In a game i'd just say 'Fred spends ten or twenty mins replacing the dodgy circuits'.
And probably not even roll...
<<#>>
>> My poorly made point here, was that the magic needs the manna levels, but the tech can mosey on just fine.
>> Move into a tech level 0 world and it does nothing to prevent your TL8 Knowhow from working.
>>
>But would your TL8 gunsmithing skill work in this environment? You
>would not have access to the machines or components used with your
>knowledge. Your knowledge is still there, but until you can build up
>the infrastructure to build the machines to build the stuff you know how
>to do it will not be much use.
I left that out because though all true, was not important to the point.
Tech level 0+ devices all work, wherever you are.
If a GM said that my remote controlled toy plane couldn't fly because the tech level didn't support it,
that 'Flying machines are impossible as they haven't been invented yet'. I'd tar an feather 'em. Maybe.
<<#>>
>Using my previous example, a TL8 gunsmith would be at an advantage
>repairing a TL5 (?) wheel lock rifle in his shop, at least until he
>tries to use modern powders in that rifle.
Now that i like, up to the idiot using the wrong propellant.
Okay, Okay. Give them a Wisdom roll, they are a Gunsmith
they should be aware of this.
>But I don't think he would
>be as competent in a TL5 shop trying to repair that same rifle with the
>TL5 tools.
So, would you grant that the higher tech gives a Superior tools bonus,
and using tools from a lower tech level, than yourself, count as an inferior tools penalty?
> And he would be totally lost trying to repair a TL7 M16 if he had to replace any parts.
Perhaps not, he could be in the position to make the tool to make the parts needed.
<<#>>
> There is a spell in GURPS 3, don't
> remember it's name and am not sure if it is in 4, where the person could
> take control of a machine.
>Most early computer were programmed by patch cables, and later by
>switches. I worked on an early minicomputer that filled an entire desk.
> To start the computer you had to flip some switches to have it read a
>punched paper tape to load the program to use the IBM Selectric
>typewriter for IO. How is magic going to replicate this without some
>knowledge?
How does magic create an Illusion that fools all the senses?
How can it make solid matter from 'thin air'?
Where does it get the energy for a fireball, a lightning bolt?
Anyway i'd answer yours as 'clairvoyance' being a basic part of most spells.
I'd still keep some logic though, for example:
That spell cast on a can drink dispenser, i would permit the caster to
get the change from the slot if any is inside, take a can, or some/all.
Reset the price to any reasonable value that fits the display, ie Zero to 99.99.
Open/close the service hatch, lock/unlock the cash box, that level of things.
What i would not permit, would be things like shooting out a can at mach 3
at a security guard. The spell has no TK to throw cans,
and the machine has no mechanism to do other than drop a can.
I might permit them to give poor guard a shock, if they touched it,
and i'd think about them causing it to burn; electrical faults do happen...
>I am not saying that magic shouldn't be able to replace technology, but
>that a spell is only as good as the person that created or is using it.
>It cannot create knowledge unless you get into the very powerful
>spells, and at that point why are you trying to get a piece of
>technology to do something that is easier for you with magic?
You should think of a spell as an idiot-savant, when cast on a
device it learns everything about it, and if it's not impossible to make
it do something let them try it.
Same spell cast on a Spade.
Choices? I can only think of causing the handle to unscrew, iffy.
Much better to cast it on that damn Supercomputer that sends those
bills each month
It would seem to be a near pointless spell if you must be technically
minded too.
Mike >> Stay informed about: Sci-fi and fantasy combined |
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Since: Jul 18, 2005 Posts: 286
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(Msg. 34) Posted: Fri Jan 11, 2008 12:19 am
Post subject: Re: Sci-fi and fantasy combined [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mike wrote:
> On a dark an' dismal Thu, 10 Jan 2008 01:25:10 GMT, in flickering lamplight, "Michael W. Ryder"
> <_mwryder.TakeThisOut@worldnet.att.net> scribed with phoenix qill :
>
> <<#>>
>> It may be funny watching a modern user trying to use an old Underwood
>> manual typewriter. The first time it came to the end of the line and
>> didn't automatically skip to a next line and they tried to figure out
>> what to do. Or they tried to center and bold a line.
>
> Movie tradition would make it a humour event, the first time.
> The next time you see them, they are competent-to-expert.
> Damn them
>
>> Or like the
>> famous scene in the Star Trek movie where they try to control the
>> computer by talking to it and then the mouse.
>
> Just a throwaway line, to lighten the mood a little.
> It was Scottys' two finger typing that killed me !
> Later i rationalised it away, since Scotty wasn't actually doing anything
> but type garbage, McCoy must have been covertly uploading
> the Data from his Tricorder.
>
>> My point is that there will be a difference when using older technology
>> with newer skills, some will be easy to overcome, others may be much
>> harder, but it shouldn't be trivial.
>
> Voyager had the Captain use a computer keyboard with no problem.
> Presumably she'd invested time in the hollodeck studying the year
> they'd found themselves in !
> I didn't like that scene at all. I much prefer the 'use my Tricorder'
> as it implied interface and auto translation.
> But lets face it, Trek is Magic not Science.
>
> <<#>>
>> Tinkering with equipment or raw data is different from using them
>> effectively. You may be able to figure out in a couple of minutes how
>> to use an old piece of equipment if you know what it is supposed to do
>> and have familiarity with a modern equivalent. If you don't have enough
>> information, say of a file format and encoding, it will be much harder
>> to use.
>
> I still think that's something the players would take as cruel, if the data was useful,
> but made unavailable because the Character's too inept to fathom it out.
> If i make a Techie Character i expect them to be interested in this as a given,
> they may be better at electronics but they do know mechanics, even some chemistry
> when it overlaps in the right way.
>
> <<#>>
>>> So then you will have to cope with:-
>>> Is that really a tech level shift?
>>> Shouldn't i still get a penalty on this, since my character has never worked on 'x' before, but it's still my
>>> tech level?
>>>
>> Since a lot of people have problems programming their VCR, I would say yes.
>
> They are not programming it, they are supposed to be entering data, 'setting it'.
> I'd also say that these are not the type of people that possess any tech skills at all.
> I doubt they could wire a plug, they are intimidated by the device. 'It's Magic'
> A Players Engineer, used to the method, should never have that thrown at them.
>
> <<#>>
>>>> Most technicians today are taught to replace a board or the entire product
>>>> rather than try to determine what is wrong or how to fix it.
>>> You must admit that asking them to fix an IC is a little much !
>>> Usually the cost to fix things like this, in parts and labour,
>>> exceeds the price for a new one.
>>> (I don't like it, but that's our wasteful tech level.)
>>>
>
>> My training included trouble shooting circuit boards down to the the IC
>> level. I couldn't fix a faulty IC but I could specify that it was the
>> problem. A lot of repair work now is just replacing parts until it
>> works or just throw it out and replace with a new one. Could someone
>> trained in this mentality understand how an old Zenith tube radio worked ?
>
> Hand on hart, would you really call that a repair?
> In a game i'd just say 'Fred spends ten or twenty mins replacing the dodgy circuits'.
> And probably not even roll...
>
> <<#>>
>>> My poorly made point here, was that the magic needs the manna levels, but the tech can mosey on just fine.
>>> Move into a tech level 0 world and it does nothing to prevent your TL8 Knowhow from working.
>>>
>> But would your TL8 gunsmithing skill work in this environment? You
>> would not have access to the machines or components used with your
>> knowledge. Your knowledge is still there, but until you can build up
>> the infrastructure to build the machines to build the stuff you know how
>> to do it will not be much use.
>
> I left that out because though all true, was not important to the point.
> Tech level 0+ devices all work, wherever you are.
> If a GM said that my remote controlled toy plane couldn't fly because the tech level didn't support it,
> that 'Flying machines are impossible as they haven't been invented yet'. I'd tar an feather 'em. Maybe.
>
> <<#>>
>> Using my previous example, a TL8 gunsmith would be at an advantage
>> repairing a TL5 (?) wheel lock rifle in his shop, at least until he
>> tries to use modern powders in that rifle.
>
> Now that i like, up to the idiot using the wrong propellant.
> Okay, Okay. Give them a Wisdom roll, they are a Gunsmith
> they should be aware of this.
>
After all the warnings I received in the Hunter Safety course I wonder.
They had pictures of old Damascus steel shotguns after they had been
used with smokeless powder.
>> But I don't think he would
>> be as competent in a TL5 shop trying to repair that same rifle with the
>> TL5 tools.
>
> So, would you grant that the higher tech gives a Superior tools bonus,
> and using tools from a lower tech level, than yourself, count as an inferior tools penalty?
>
That an a penalty until they learned how to create the necessary parts.
Until fairly recently things like screws were made by hand.
>> And he would be totally lost trying to repair a TL7 M16 if he had to replace any parts.
>
> Perhaps not, he could be in the position to make the tool to make the parts needed.
>
Except for the materials needed. I don't think they are going to be
able to get ordinance steel from the local blacksmith or buffer springs
from the local watchmaker.
> <<#>>
>> There is a spell in GURPS 3, don't
>> remember it's name and am not sure if it is in 4, where the person could
>> take control of a machine.
>
>> Most early computer were programmed by patch cables, and later by
>> switches. I worked on an early minicomputer that filled an entire desk.
>> To start the computer you had to flip some switches to have it read a
>> punched paper tape to load the program to use the IBM Selectric
>> typewriter for IO. How is magic going to replicate this without some
>> knowledge?
>
> How does magic create an Illusion that fools all the senses?
> How can it make solid matter from 'thin air'?
> Where does it get the energy for a fireball, a lightning bolt?
>
> Anyway i'd answer yours as 'clairvoyance' being a basic part of most spells.
>
> I'd still keep some logic though, for example:
> That spell cast on a can drink dispenser, i would permit the caster to
> get the change from the slot if any is inside, take a can, or some/all.
> Reset the price to any reasonable value that fits the display, ie Zero to 99.99.
> Open/close the service hatch, lock/unlock the cash box, that level of things.
Actually, I would require a TK spell for opening locks on the case, but
using the machine spell for thinking it had money and either dispensing
a can of soda or change would be fine. I think the spell only affected
the electronics of the device.
> What i would not permit, would be things like shooting out a can at mach 3
> at a security guard. The spell has no TK to throw cans,
> and the machine has no mechanism to do other than drop a can.
> I might permit them to give poor guard a shock, if they touched it,
> and i'd think about them causing it to burn; electrical faults do happen...
>
>> I am not saying that magic shouldn't be able to replace technology, but
>> that a spell is only as good as the person that created or is using it.
>
>> It cannot create knowledge unless you get into the very powerful
>> spells, and at that point why are you trying to get a piece of
>> technology to do something that is easier for you with magic?
>
> You should think of a spell as an idiot-savant, when cast on a
> device it learns everything about it, and if it's not impossible to make
> it do something let them try it.
> Same spell cast on a Spade.
> Choices? I can only think of causing the handle to unscrew, iffy.
> Much better to cast it on that damn Supercomputer that sends those
> bills each month
>
> It would seem to be a near pointless spell if you must be technically
> minded too.
>
I think it is more the case of not knowing what is possible. Much like
trying to operate an old Singer manual sewing machine. If you don't
know how to power it, etc. how are you going to sew the seams for your
hot air balloon with it?
The fantasy series 1632 covers some of these problems with a group from
modern West Virginia transplanted into the middle of the 30 Years War in
Europe. They know how to do a large number of things, a lot that are
impossible because of a lack of infrastructure, etc.
> Mike >> Stay informed about: Sci-fi and fantasy combined |
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Since: Dec 26, 2007 Posts: 10
|
(Msg. 35) Posted: Fri Jan 11, 2008 5:50 am
Post subject: Re: Sci-fi and fantasy combined [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 10, 4:19 pm, "Michael W. Ryder" <_mwry... RemoveThis @worldnet.att.net>
wrote:
> mike wrote:
> > On a dark an' dismal Thu, 10 Jan 2008 01:25:10 GMT, in flickering lamplight, "Michael W. Ryder"
> > <_mwry... RemoveThis @worldnet.att.net> scribed with phoenix qill :
>
> > <<#>>
> >> It may be funny watching a modern user trying to use an old Underwood
> >> manual typewriter. The first time it came to the end of the line and
> >> didn't automatically skip to a next line and they tried to figure out
> >> what to do. Or they tried to center and bold a line.
>
> > Movie tradition would make it a humour event, the first time.
> > The next time you see them, they are competent-to-expert.
> > Damn them
>
> >> Or like the
> >> famous scene in the Star Trek movie where they try to control the
> >> computer by talking to it and then the mouse.
>
> > Just a throwaway line, to lighten the mood a little.
> > It was Scottys' two finger typing that killed me !
> > Later i rationalised it away, since Scotty wasn't actually doing anything
> > but type garbage, McCoy must have been covertly uploading
> > the Data from his Tricorder.
>
> >> My point is that there will be a difference when using older technology
> >> with newer skills, some will be easy to overcome, others may be much
> >> harder, but it shouldn't be trivial.
>
> > Voyager had the Captain use a computer keyboard with no problem.
> > Presumably she'd invested time in the hollodeck studying the year
> > they'd found themselves in !
> > I didn't like that scene at all. I much prefer the 'use my Tricorder'
> > as it implied interface and auto translation.
> > But lets face it, Trek is Magic not Science.
>
> > <<#>>
> >> Tinkering with equipment or raw data is different from using them
> >> effectively. You may be able to figure out in a couple of minutes how
> >> to use an old piece of equipment if you know what it is supposed to do
> >> and have familiarity with a modern equivalent. If you don't have enough
> >> information, say of a file format and encoding, it will be much harder
> >> to use.
>
> > I still think that's something the players would take as cruel, if the data was useful,
> > but made unavailable because the Character's too inept to fathom it out.
> > If i make a Techie Character i expect them to be interested in this as a given,
> > they may be better at electronics but they do know mechanics, even some chemistry
> > when it overlaps in the right way.
>
> > <<#>>
> >>> So then you will have to cope with:-
> >>> Is that really a tech level shift?
> >>> Shouldn't i still get a penalty on this, since my character has never worked on 'x' before, but it's still my
> >>> tech level?
>
> >> Since a lot of people have problems programming their VCR, I would say yes.
>
> > They are not programming it, they are supposed to be entering data, 'setting it'.
> > I'd also say that these are not the type of people that possess any tech skills at all.
> > I doubt they could wire a plug, they are intimidated by the device. 'It's Magic'
> > A Players Engineer, used to the method, should never have that thrown at them.
>
> > <<#>>
> >>>> Most technicians today are taught to replace a board or the entire product
> >>>> rather than try to determine what is wrong or how to fix it.
> >>> You must admit that asking them to fix an IC is a little much !
> >>> Usually the cost to fix things like this, in parts and labour,
> >>> exceeds the price for a new one.
> >>> (I don't like it, but that's our wasteful tech level.)
>
> >> My training included trouble shooting circuit boards down to the the IC
> >> level. I couldn't fix a faulty IC but I could specify that it was the
> >> problem. A lot of repair work now is just replacing parts until it
> >> works or just throw it out and replace with a new one. Could someone
> >> trained in this mentality understand how an old Zenith tube radio worked ?
>
> > Hand on hart, would you really call that a repair?
> > In a game i'd just say 'Fred spends ten or twenty mins replacing the dodgy circuits'.
> > And probably not even roll...
>
> > <<#>>
> >>> My poorly made point here, was that the magic needs the manna levels, but the tech can mosey on just fine.
> >>> Move into a tech level 0 world and it does nothing to prevent your TL8 Knowhow from working.
>
> >> But would your TL8 gunsmithing skill work in this environment? You
> >> would not have access to the machines or components used with your
> >> knowledge. Your knowledge is still there, but until you can build up
> >> the infrastructure to build the machines to build the stuff you know how
> >> to do it will not be much use.
>
> > I left that out because though all true, was not important to the point.
> > Tech level 0+ devices all work, wherever you are.
> > If a GM said that my remote controlled toy plane couldn't fly because the tech level didn't support it,
> > that 'Flying machines are impossible as they haven't been invented yet'. I'd tar an feather 'em. Maybe.
>
> > <<#>>
> >> Using my previous example, a TL8 gunsmith would be at an advantage
> >> repairing a TL5 (?) wheel lock rifle in his shop, at least until he
> >> tries to use modern powders in that rifle.
>
> > Now that i like, up to the idiot using the wrong propellant.
> > Okay, Okay. Give them a Wisdom roll, they are a Gunsmith
> > they should be aware of this.
>
> After all the warnings I received in the Hunter Safety course I wonder.
> They had pictures of old Damascus steel shotguns after they had been
> used with smokeless powder.
>
> >> But I don't think he would
> >> be as competent in a TL5 shop trying to repair that same rifle with the
> >> TL5 tools.
>
> > So, would you grant that the higher tech gives a Superior tools bonus,
> > and using tools from a lower tech level, than yourself, count as an inferior tools penalty?
>
> That an a penalty until they learned how to create the necessary parts.
> Until fairly recently things like screws were made by hand.
>
> >> And he would be totally lost trying to repair a TL7 M16 if he had to replace any parts.
>
> > Perhaps not, he could be in the position to make the tool to make the parts needed.
>
> Except for the materials needed. I don't think they are going to be
> able to get ordinance steel from the local blacksmith or buffer springs
> from the local watchmaker.
>
>
>
>
>
> > <<#>>
> >> There is a spell in GURPS 3, don't
> >> remember it's name and am not sure if it is in 4, where the person could
> >> take control of a machine.
>
> >> Most early computer were programmed by patch cables, and later by
> >> switches. I worked on an early minicomputer that filled an entire desk.
> >> To start the computer you had to flip some switches to have it read a
> >> punched paper tape to load the program to use the IBM Selectric
> >> typewriter for IO. How is magic going to replicate this without some
> >> knowledge?
>
> > How does magic create an Illusion that fools all the senses?
> > How can it make solid matter from 'thin air'?
> > Where does it get the energy for a fireball, a lightning bolt?
>
> > Anyway i'd answer yours as 'clairvoyance' being a basic part of most spells.
>
> > I'd still keep some logic though, for example:
> > That spell cast on a can drink dispenser, i would permit the caster to
> > get the change from the slot if any is inside, take a can, or some/all.
> > Reset the price to any reasonable value that fits the display, ie Zero to 99.99.
> > Open/close the service hatch, lock/unlock the cash box, that level of things.
>
> Actually, I would require a TK spell for opening locks on the case, but
> using the machine spell for thinking it had money and either dispensing
> a can of soda or change would be fine. I think the spell only affected
> the electronics of the device.
>
>
>
>
>
> > What i would not permit, would be things like shooting out a can at mach 3
> > at a security guard. The spell has no TK to throw cans,
> > and the machine has no mechanism to do other than drop a can.
> > I might permit them to give poor guard a shock, if they touched it,
> > and i'd think about them causing it to burn; electrical faults do happen...
>
> >> I am not saying that magic shouldn't be able to replace technology, but
> >> that a spell is only as good as the person that created or is using it.
>
> >> It cannot create knowledge unless you get into the very powerful
> >> spells, and at that point why are you trying to get a piece of
> >> technology to do something that is easier for you with magic?
>
> > You should think of a spell as an idiot-savant, when cast on a
> > device it learns everything about it, and if it's not impossible to make
> > it do something let them try it.
> > Same spell cast on a Spade.
> > Choices? I can only think of causing the handle to unscrew, iffy.
> > Much better to cast it on that damn Supercomputer that sends those
> > bills each month
>
> > It would seem to be a near pointless spell if you must be technically
> > minded too.
>
> I think it is more the case of not knowing what is possible. Much like
> trying to operate an old Singer manual sewing machine. If you don't
> know how to power it, etc. how are you going to sew the seams for your
> hot air balloon with it?
> The fantasy series 1632 covers some of these problems with a group from
> modern West Virginia transplanted into the middle of the 30 Years War in
> Europe. They know how to do a large number of things, a lot that are
> impossible because of a lack of infrastructure, etc.
>
>
>
When designing a new setting for your
game, start with the checklist below. It is by
no means exhaustive, but if you take the
time to describe these items, you'll be off to
a good start.
Languages
Laws and Customs
Society and Government
Tech Levels
Economics
Other Planes of Existence (if any)
Adventure Settings
Skills, Jobs, and Professions
Weapons and Combat
The Campaign Planning Form and other GURPS
forms and support material may be downloaded at
www.sjgames.com/gurps/resources/.
HI! Here's the official GURPS Lite suggestions. Elvis >> Stay informed about: Sci-fi and fantasy combined |
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External

Since: Apr 07, 2005 Posts: 14
|
(Msg. 36) Posted: Sat Jan 12, 2008 12:06 am
Post subject: Re: Sci-fi and fantasy combined [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On a dark an' dismal Fri, 11 Jan 2008 05:50:21 -0800 (PST), in flickering lamplight, Elvis
<esviesso.TakeThisOut@yahoo.com> scribed with phoenix qill :
Thanks for the link,
>When designing a new setting for your
>game, start with the checklist below. It is by
>no means exhaustive, but if you take the
>time to describe these items, you'll be off to
>a good start.
>Languages >Laws and Customs >Society and Government
>Tech Levels >Economics >Other Planes of Existence (if any)
>Adventure Settings >Skills, Jobs, and Professions
>Weapons and Combat >The Campaign Planning Form and other GURPS
>forms and support material may be downloaded at
>www.sjgames.com/gurps/resources/.
>HI! Here's the official GURPS Lite suggestions. Elvis
sadly i couldn't coax it to download for me, will investigate why later.
Looks very interesting though, i will enjoy reading through it.
If i can get it
Mike >> Stay informed about: Sci-fi and fantasy combined |
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Since: Dec 26, 2007 Posts: 10
|
(Msg. 37) Posted: Sat Jan 12, 2008 7:46 am
Post subject: Re: Sci-fi and fantasy combined [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Jan 11, 7:06 pm, mike <m....RemoveThis@invariant.freeserve.co.uk> wrote:
> On a dark an' dismal Fri, 11 Jan 2008 05:50:21 -0800 (PST), in flickering lamplight, Elvis
> <esvie....RemoveThis@yahoo.com> scribed with phoenix qill :
>
>
>
> >When designing a new setting for your
> >game, start with the checklist below. It is by
> >no means exhaustive, but if you take the
> >time to describe these items, you'll be off to
> >a good start.
> >Languages >Laws and Customs >Society and Government
> >Tech Levels >Economics >Other Planes of Existence (if any)
> >Adventure Settings >Skills, Jobs, and Professions
> >Weapons and Combat >The Campaign Planning Form and other GURPS
> >forms and support material may be downloaded at
> >www.sjgames.com/gurps/resources/.
> >HI! Here's the official GURPS Lite suggestions.
> GURPS Star Wars Campaign Plan ((NOT mine, from Internet))
Campaign name: Star Wars
Campaign starting year: Shortly after the events in the first Star War
movie
Campaign type: Space Opera
Known races: Human, Wookie, Mon Calamari, Sullustian, Rodians, Hutts
as well as hundreds of other known races
Campaign's base world: Tatooine and the surrounding sector
Frequency of good worlds: Common
Is exploration still going on: Some
Campaign political background
Name and type of stellar state: Galactic Empire
Control rating: CR 4-6 on core Imperial worlds, average CR 2 on
frontier worlds
Brief political/economic description: The Galactic Empire is using a
campaign of terror to put down a rebellion based on the previous
Republic. Organized crime is growing in the wake of a distracted
central government. Smaller independent alien powers are becoming
concerned at the growing might of a human dominated Empire.
Campaign TL: 9, blasters are most common weapon
Exceptions to standard TL: Armor and sensors are one TL behind
standard, TL 12 contragravity and TL 11 ship-borne energy fields
available, severe restrictions on cloning due to public distrust after
the Clone Wars
FTL speed: Hyperspace drive, 10 pc/day on well defined routes
FTL communications: Instant (expensive) or slow (cheap)
Medical: Standard TL 9 medicine
Starship rules
FTL drive: hyperdrive
Speed: ~10 pc/day on common routes
Fuel cost and consumption: Standard
Ease of FTL navigation/engineering: Standard
Obstacles to FTL travel: Massive computation time needed before a
successful jump to hyperspace
FTL side effects: Jumping into hyperspace without the proper
calculations can result in collision with realspace astronomical
objects when leaving hyperspace
STL drive: Ion reaction drive
Power plant type: Fusion reactors
Space combat type: Space Opera Combat System
Usual weapons/shields: Lasers, turbolasers, ion beams, proton
torpedoes, and concussion missiles for offense and energy shields and
superstrong metals for defense
PC information
PC races: Humans, Wookies and droids (see GM for other options)
Base wealth: $15,000
Starting social levels: 3 or less
Useful languages: Galactic Basic, droid binary, Wookie
Useful character types (most from GURPS Space p. 31-32): Starship
crew, merchant, Alliance navy/army, smuggler, scout, assassin, bounty-
hunter, dilettante, diplomat, escort, fighter jock, Alliance
intelligence, journalist, primitive, prospector/belter, rogue,
scientist, local rebel, trooper/mercenary, Jedi Knight, slicer/hacker,
droid
Useless or disallowed character types: Colonist, Imperial navy/army,
Dark Jedi, local Patrolman
Useful advantages/skills: Combat reflexes, beam weapon (blaster),
electronics operation: all but teleporter, engineering: Hyperdrive,
mechanic: hyperdrive, fast draw, gunner, hard to kill, mechanic: ship
drives, pilot: starship, rank, streetwise
Useless advantages/skills:
Forbidden PC advantages, disadvantages, and skills (from the Basic
Set): judo, karate, magical aptitude, magical resistance, amnesia,
blindness, terminally ill, eunuch, pyromania, megalomania, sadism,
berserk, bloodlust
Special disciplines
Magic: unknown
Psionics: Manifests as The Force that is the source of many psi-like
powers, requires Unusual Background advantage
Rules variants: New skills: precog parry
Rule variants: Advanced flesh wound (players may reduce the damage
from any attack to 1 point by spending 1 character point), ISMA,
Hollywood Automatic Weapons
Traveller = Star Wars ((NOT mine, from internet))
GURPS Star Wars Menu >> Stay informed about: Sci-fi and fantasy combined |
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Since: Dec 26, 2007 Posts: 10
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(Msg. 38) Posted: Sat Jan 12, 2008 10:29 am
Post subject: Re: Sci-fi and fantasy combined [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Jan 12, 7:46 am, Elvis <esvie....RemoveThis@yahoo.com> wrote:
> On Jan 11, 7:06 pm, mike <m....RemoveThis@invariant.freeserve.co.uk> wrote:
>
>
>
>
>
> > On a dark an' dismal Fri, 11 Jan 2008 05:50:21 -0800 (PST), in flickering lamplight, Elvis
> > <esvie....RemoveThis@yahoo.com> scribed with phoenix qill :
>
> > >When designing a new setting for your
> > >game, start with the checklist below. It is by
> > >no means exhaustive, but if you take the
> > >time to describe these items, you'll be off to
> > >a good start.
> > >Languages >Laws and Customs >Society and Government
> > >Tech Levels >Economics >Other Planes of Existence (if any)
> > >Adventure Settings >Skills, Jobs, and Professions
> > >Weapons and Combat >The Campaign Planning Form and other GURPS
> > >forms and support material may be downloaded at
> > >www.sjgames.com/gurps/resources/.
> > >HI! Here's the official GURPS Lite suggestions.
> > GURPS Star Wars Campaign Plan ((NOT mine, from Internet))
>
> Campaign name: Star Wars
> Campaign starting year: Shortly after the events in the first Star War
> movie
> Campaign type: Space Opera
> Known races: Human, Wookie, Mon Calamari, Sullustian, Rodians, Hutts
> as well as hundreds of other known races
> Campaign's base world: Tatooine and the surrounding sector
> Frequency of good worlds: Common
> Is exploration still going on: Some
> Campaign political background
> Name and type of stellar state: Galactic Empire
> Control rating: CR 4-6 on core Imperial worlds, average CR 2 on
> frontier worlds
> Brief political/economic description: The Galactic Empire is using a
> campaign of terror to put down a rebellion based on the previous
> Republic. Organized crime is growing in the wake of a distracted
> central government. Smaller independent alien powers are becoming
> concerned at the growing might of a human dominated Empire.
> Campaign TL: 9, blasters are most common weapon
> Exceptions to standard TL: Armor and sensors are one TL behind
> standard, TL 12 contragravity and TL 11 ship-borne energy fields
> available, severe restrictions on cloning due to public distrust after
> the Clone Wars
> FTL speed: Hyperspace drive, 10 pc/day on well defined routes
> FTL communications: Instant (expensive) or slow (cheap)
> Medical: Standard TL 9 medicine
> Starship rules
> FTL drive: hyperdrive
> Speed: ~10 pc/day on common routes
> Fuel cost and consumption: Standard
> Ease of FTL navigation/engineering: Standard
> Obstacles to FTL travel: Massive computation time needed before a
> successful jump to hyperspace
> FTL side effects: Jumping into hyperspace without the proper
> calculations can result in collision with realspace astronomical
> objects when leaving hyperspace
> STL drive: Ion reaction drive
> Power plant type: Fusion reactors
> Space combat type: Space Opera Combat System
> Usual weapons/shields: Lasers, turbolasers, ion beams, proton
> torpedoes, and concussion missiles for offense and energy shields and
> superstrong metals for defense
> PC information
> PC races: Humans, Wookies and droids (see GM for other options)
> Base wealth: $15,000
> Starting social levels: 3 or less
> Useful languages: Galactic Basic, droid binary, Wookie
> Useful character types (most from GURPS Space p. 31-32): Starship
> crew, merchant, Alliance navy/army, smuggler, scout, assassin, bounty-
> hunter, dilettante, diplomat, escort, fighter jock, Alliance
> intelligence, journalist, primitive, prospector/belter, rogue,
> scientist, local rebel, trooper/mercenary, Jedi Knight, slicer/hacker,
> droid
> Useless or disallowed character types: Colonist, Imperial navy/army,
> Dark Jedi, local Patrolman
> Useful advantages/skills: Combat reflexes, beam weapon (blaster),
> electronics operation: all but teleporter, engineering: Hyperdrive,
> mechanic: hyperdrive, fast draw, gunner, hard to kill, mechanic: ship
> drives, pilot: starship, rank, streetwise
> Useless advantages/skills:
> Forbidden PC advantages, disadvantages, and skills (from the Basic
> Set): judo, karate, magical aptitude, magical resistance, amnesia,
> blindness, terminally ill, eunuch, pyromania, megalomania, sadism,
> berserk, bloodlust
> Special disciplines
> Magic: unknown
> Psionics: Manifests as The Force that is the source of many psi-like
> powers, requires Unusual Background advantage
> Rules variants: New skills: precog parry
> Rule variants: Advanced flesh wound (players may reduce the damage
> from any attack to 1 point by spending 1 character point), ISMA,
> Hollywood Automatic Weapons
>
> Traveller = Star Wars ((NOT mine, from internet))
>
> GURPS Star Wars Menu- Hide quoted text -
>
> - Show quoted text -
Mike, do you have sn an "e23" account?
2032 files available
for download!
Welcome to e23!
e23 offers game material, in digital form, from Steve Jackson Games,
Ronin Arts, and other selected publishers. Surf our site for the files
you want . . . and get them instantly with a credit card or PayPal.
There's no minimum order. More about e23 . . .
Free Samples! You can try out our system by downloading free
adventures and the PDF version of GURPS Lite. There's other free
stuff, too. Here's the sample page!
Read what people are saying about e23! >> Stay informed about: Sci-fi and fantasy combined |
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Since: Dec 26, 2007 Posts: 10
|
(Msg. 39) Posted: Sun Jan 13, 2008 6:59 am
Post subject: Re: Sci-fi and fantasy combined [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Jan 12, 10:29 am, Elvis <esvie....RemoveThis@yahoo.com> wrote:
> On Jan 12, 7:46 am, Elvis <esvie....RemoveThis@yahoo.com> wrote:
>
>
>
>
>
> > On Jan 11, 7:06 pm, mike <m....RemoveThis@invariant.freeserve.co.uk> wrote:
>
> > > On a dark an' dismal Fri, 11 Jan 2008 05:50:21 -0800 (PST), in flickering lamplight, Elvis
> > > <esvie....RemoveThis@yahoo.com> scribed with phoenix qill :
>
> > > >When designing a new setting for your
> > > >game, start with the checklist below. It is by
> > > >no means exhaustive, but if you take the
> > > >time to describe these items, you'll be off to
> > > >a good start.
> > > >Languages >Laws and Customs >Society and Government
> > > >Tech Levels >Economics >Other Planes of Existence (if any)
> > > >Adventure Settings >Skills, Jobs, and Professions
> > > >Weapons and Combat >The Campaign Planning Form and other GURPS
> > > >forms and support material may be downloaded at
> > > >www.sjgames.com/gurps/resources/.
> > > >HI! Here's the official GURPS Lite suggestions.
> > > GURPS Star Wars Campaign Plan ((NOT mine, from Internet))
>
> > Campaign name: Star Wars
> > Campaign starting year: Shortly after the events in the first Star War
> > movie
> > Campaign type: Space Opera
> > Known races: Human, Wookie, Mon Calamari, Sullustian, Rodians, Hutts
> > as well as hundreds of other known races
> > Campaign's base world: Tatooine and the surrounding sector
> > Frequency of good worlds: Common
> > Is exploration still going on: Some
> > Campaign political background
> > Name and type of stellar state: Galactic Empire
> > Control rating: CR 4-6 on core Imperial worlds, average CR 2 on
> > frontier worlds
> > Brief political/economic description: The Galactic Empire is using a
> > campaign of terror to put down a rebellion based on the previous
> > Republic. Organized crime is growing in the wake of a distracted
> > central government. Smaller independent alien powers are becoming
> > concerned at the growing might of a human dominated Empire.
> > Campaign TL: 9, blasters are most common weapon
> > Exceptions to standard TL: Armor and sensors are one TL behind
> > standard, TL 12 contragravity and TL 11 ship-borne energy fields
> > available, severe restrictions on cloning due to public distrust after
> > the Clone Wars
> > FTL speed: Hyperspace drive, 10 pc/day on well defined routes
> > FTL communications: Instant (expensive) or slow (cheap)
> > Medical: Standard TL 9 medicine
> > Starship rules
> > FTL drive: hyperdrive
> > Speed: ~10 pc/day on common routes
> > Fuel cost and consumption: Standard
> > Ease of FTL navigation/engineering: Standard
> > Obstacles to FTL travel: Massive computation time needed before a
> > successful jump to hyperspace
> > FTL side effects: Jumping into hyperspace without the proper
> > calculations can result in collision with realspace astronomical
> > objects when leaving hyperspace
> > STL drive: Ion reaction drive
> > Power plant type: Fusion reactors
> > Space combat type: Space Opera Combat System
> > Usual weapons/shields: Lasers, turbolasers, ion beams, proton
> > torpedoes, and concussion missiles for offense and energy shields and
> > superstrong metals for defense
> > PC information
> > PC races: Humans, Wookies and droids (see GM for other options)
> > Base wealth: $15,000
> > Starting social levels: 3 or less
> > Useful languages: Galactic Basic, droid binary, Wookie
> > Useful character types (most from GURPS Space p. 31-32): Starship
> > crew, merchant, Alliance navy/army, smuggler, scout, assassin, bounty-
> > hunter, dilettante, diplomat, escort, fighter jock, Alliance
> > intelligence, journalist, primitive, prospector/belter, rogue,
> > scientist, local rebel, trooper/mercenary, Jedi Knight, slicer/hacker,
> > droid
> > Useless or disallowed character types: Colonist, Imperial navy/army,
> > Dark Jedi, local Patrolman
> > Useful advantages/skills: Combat reflexes, beam weapon (blaster),
> > electronics operation: all but teleporter, engineering: Hyperdrive,
> > mechanic: hyperdrive, fast draw, gunner, hard to kill, mechanic: ship
> > drives, pilot: starship, rank, streetwise
> > Useless advantages/skills:
> > Forbidden PC advantages, disadvantages, and skills (from the Basic
> > Set): judo, karate, magical aptitude, magical resistance, amnesia,
> > blindness, terminally ill, eunuch, pyromania, megalomania, sadism,
> > berserk, bloodlust
> > Special disciplines
> > Magic: unknown
> > Psionics: Manifests as The Force that is the source of many psi-like
> > powers, requires Unusual Background advantage
> > Rules variants: New skills: precog parry
> > Rule variants: Advanced flesh wound (players may reduce the damage
> > from any attack to 1 point by spending 1 character point), ISMA,
> > Hollywood Automatic Weapons
>
> > Traveller = Star Wars ((NOT mine, from internet))
>
> > GURPS Star Wars Menu- Hide quoted text -
>
> > - Show quoted text -
>
> Mike, do you have sn an "e23" account?
> 2032 files available
> for download!
> Welcome to e23!
>
> e23 offers game material, in digital form, from Steve Jackson Games,
> Ronin Arts, and other selected publishers. Surf our site for the files
> you want . . . and get them instantly with a credit card or PayPal.
> There's no minimum order. More about e23 . . .
>
> Free Samples! You can try out our system by downloading free
> adventures and the PDF version of GURPS Lite. There's other free
> stuff, too. Here's the sample page!
>
> Read what people are saying about e23!- Hide quoted text -
>
> - Show quoted text -
Steve Jackson Games says: "Check Play By Post" -but- no openings in
Traveller
The search function lists about 60 games that profess activeness, and
I myself I chairing one of them. They may not all be truly active, but
I think maybe one or two just might be.
GURPS Traveller has one offering. It's not hiring, though. Other space
oriented games are available.
You should also try looking in the newish PbP forum here. Maybe
something is available.
I also believe that this thread shall soon be moved  . Probably to
the Gamer Finder area. ((Elvis))
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