> Could also a SG1 or like project be whisked off to Yrth, kept to a
> mininum,
> they might cause a major impact?

You mean the project base, buildings and all, gets banestormed? Or
just a team? (SG was the project under Gen. Hammond, SG-1 was one 
of the teams under Col. O'Neill.)

The base might have been hardened, but I'm not so sure how long it 
would be self-sufficient. How long does the power last? The ammo?
 
> Traveller might be part of things, to allow for them to exists, or better
> yet, to form their own colony, or more like get a ride off planet?

Once you assume a magical effect that takes people from a non-magical
universe (like Traveller) to a magical universe (like Yrth), anything
goes. But will it make a fun game?

What keeps a banestormed Free Trader or the like from going into
orbit, out of sight and hence out of effective range from the people 
on Yrth? That's what I'd do as a star pilot ...

Then the GM has to define the solar system of Yrth, come up with a 
complete and accurate world map, etc. The next step for the crew 
would be to look for a hydrogen source (gas giant, ocean refueling
or comet mining) and to start to look for known pulsars. With the 
ever-present possibility of misjump, navigators would be trained 
to establish their position from scratch. If they get zip, 
sf-minded players might guess that some dark nebula lies between 
them and the Imperium, and try to move a couple of parsecs to get
better data ... there goes any chance for adventures on Yrth. 

Of course you could declare that the ship is damaged, or banestorm
a shipless group (a Scout survey team, or maybe mercs). But are you
prepared to game out PGMPs vs. dragons?
 
Do you know the Foreigner series by C.J. Cherryh? Human ship goes 
wildly off course, cannot find Earth and is forced to deal with 
the 'primitive locals', who do not stay primitive for long.

Onno Meyer
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