Agreed, that is why I have fun with the whole SG-Atlantis concept. I know from Morrow Project and like situations, things don't last long, unless you actively work at it..
Sorry, I meant SGC not SG1 (was using show as data reference point). Yes, during a percieved nuclear war, the SGC aka Cheyenne Mountain, was bane stormed to a what appeared to be magical world, with elves and more. World could magical and all, or could be really just very high tech, lost by the locals other than the effect.. Reasons being for second, that the center being the center of a large nuclear blasted caused a worm hole or the bane storm was already coming and .. timing? Also the personnel of the mountain, being more technically proficient than the locals, could be recruited to help rebuild things, such as the Central AI that was failing (Shadow God), while fighting off other things, from locals to Local Decendents of the Builders who like the magic and don't want it taken away (some wierd fear that once the AI is back up to full, they will be held more in check from the abuses of said power). Originally did the concept as a ST:Voyager concept, but . Could be done for Gurps: Yrth or even Traveller or others.. Yes, the fun of a magic meets tech, meets reality.. Such as the local Elves not liking that a giant mountain suddenly sets down in their prime hunting lands, and all sorts of wierd stenches and horse less vehicles come out and more.. Or the first time a local is hit by a M16 5.56mm round? Or other fun, as well as for the Project members.. What do you mean Captain James is now a GOAT? How? (easy, but not going there right now). Yes, the effects could be fun, the game I did run in this scenario, the Project members caught a local trader to a less primative planet, well it was supposed to be a Dyson Sphere, but ... It was fun to see how locals would have to deal with a modern town in magic land? But more could be done, grin.. What do you mean the man on the TV now has wings? How? Oh you mean Darkover by MZ Bradley? A lost colony ship, crash lands on Darkover and meets the local aliens? Mates with them via odd means (Ghost Winds), and the result is Laran, a mixture of human and alien inspired mental powers/magic. But yes, also know of Foreginer, been a while. Elf Stones of Shannara as well? Me, I like Zardoz the movie... http://groups.yahoo.com/group/Poetry-L2/ My Poetry List http://groups.yahoo.com/group/adulthumor-l My Humor List http://groups.yahoo.com/group/abrigon-l2 My Friends List http://groups.yahoo.com/group/stargruntsooc Grunts Past/Present/Future http://groups.yahoo.com/group/abrigon-world Magic or Super High Tech ----- Original Message ----- From: "Onno Meyer" <[EMAIL PROTECTED]> To: "Michael Adams" <[EMAIL PROTECTED]>; "The GURPSnet mailing list" <[email protected]> Sent: Thursday, December 01, 2005 2:01 AM Subject: Re: [gurps] Yrth Bane Storm > > 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
