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
