Johannes wrote:
> Either way you butcher one setting.

Agreed on that. 

I know a GM who ran two games in the same world -- in one the 
King's Men had to investigate a sudden influx of magic swords
in a province, in the other shipwrecked spacers sold high-end
steel on an interdicted 'Red Zone' world. 

To make this work from both ends, the magic on the fantasy 
world had to be either explainable by random luck, and fairly
low key, or explainable by EXISTING Traveller tech. The magic
in a wand of fireballs lies in the eye of the beholder, if 
the setting has PGMPs.

It helps if none of the PCs are mages.

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

Reply via email to