The idea that developed, was two of the security guards, namely the two PCs, had skills that made things easier. Such as they know about making gun powdered weapons, namely sharps or harpers ferry weapons, and other tech that would make for some changes, that the project did have some knowledge and "magic" that the locals did not have, so a sort of exchange happened.
Such as the railroad from the mine that the local King had, to his capital, that made things ALOT easier for him. Well at first, later he was replaced in a Morrow Inspired Coup, but .. opps, New Juarez,, But yes the problems are there, like an alien colony. Do they become seperate and ghetto like, much like how the lighter skinned mexicans supposedly do things in Mexico, we are still spanish, and refuse to mingle with the darker skinned that we rule over. Or do we intergrate, teach the locals and such, like a peace corp, does have its dangers, as the locals might have more brains and will to do things than the project people.. As the walls of the compound fall to concentrated magic and artillery power? Ghettos are good example of group that (Jewish ones not the later black/african-american ones) of a group either moving into close quarters for protection, cultural/religious/physical, or being forced to be collected by the locals who are jealous and fearful of anyone different? Yes, Warsaw Ghetto had alot of reasons to exist. As you still see in ultra-orthodox Jews that fears to be touched by unclean gentiles, but as you see by fearful populations who fear anyone different, and force them to collect in one place for protection? Or to keep them under control? Such as you see with Reservations in the US and Amer-Indians (more the later than the former, under control). I know the Vikings maintained some identity for a while, and even today, there is signs of their being there. In the language, and genetics, but yes there is limits.. It is like how the Hittites, Hurrians, Assyrians and like moved in, or in India with the Aryans and like groups.. (Aryan = noble in Sanskrit I remeember), namely a small group of most times warrior type people, who come in and control a large population of less violent, often farmer types or city folk. Invaders being often cattle breeders, why those ruled over, being most often farmers and more settled.. Sort of what you see in France, after the Franks moved in, and had a large Gallo-Roman population to deal with, a population that was urban, and settled, while the Franks was cattle/horse breeders, warlike and not settled, but become settled.. Mike ----- Original Message ----- From: John Carroll To: [EMAIL PROTECTED] Sent: Thursday, December 01, 2005 9:09 AM Subject: Re: [stargruntsooc] Re: [gurps] Yrth Bane Storm Interesting concept, huge impact on both the locals and the 'transportees'. One problem being what happens in the future? Will the SGC be absorbed into the locals like the Vikings were or will they be able to recruit/reproduce replacements to continue to be a viable seperate entity? Michael Adams <[EMAIL PROTECTED]> wrote: 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
