> 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 _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
