On 5/1/2012 12:29 AM, Onno Meyer wrote:
> Hello everybody,
> 
> I'm thinking about a little TL16 scoutship. Will there be a 
> meaningful difference to the TL15 ship? Two ideas were the 
> teleport drive and an extradimensional interior (blue paint
> job optional). 
> 
> My last design with an extradimensional interior was not 
> entirely serious ... what are your experiences with such 
> high TLs in the hands of player characters? The Basic Set 
> characterized TL16 as "POOF. You're dead/healed/there."
> 
> Enigmatic TL16 artifacts without an operator's manual are 
> one thing, but fully operational, character-scale ships 
> are another.

Taking the TARDIS as an example: The Doctor does control it and he can
fix it a bit, but it is quite locked down as a plot device. The cloaking
system is locked as "police box". It often breaks down in convenient
ways. And it sometimes has a mind of its own.

So I don't think you could say it is "fully operational."

Also, TL16 equipment may be just another way to be "god-like" in the
game world. It makes actions like combat meaningless. Instead,
role-playing and in-game politics and social action take the forefront.
That could be a good thing.

If combat between two TL16 users takes place, perhaps something like the
Amber system could be used instead of making up better and better stats.
Just claim that ships from Empire A can always do more damage. Empire B
has invincible shielding. Empire C can always run away.

GM description of the coruscating rods of implacable force crashing
against obdurate screens of ultimate defense as space itself unravels
is, of course, required.
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