My thoughts on the matter is...

It is hard to write for an audience and easy to write for yourself.  If you 
worry about getting into a rut, then the issue is identifying what rut you 
think you're in.

I've never run a World War II campaign, but have a strong interest in the 
vehicles of World War II.  I picked up two volumes of statistics on armor 
thickness, gear ratios, cruising speed, etc - of the various tanks that were 
captured (the book was printed after the war).  That having been said, if 
someone asked me "hey, could you make a <insert tank name here>"?  I'd say "I 
can give it a try!".  

If I were to try and build vehicles today for a campaign, it would be for 
something like a CYBERPUNK 2020 port over to GURPS or maybe try to replicate 
the feel of BLADERUNNER style vehicles.  Imagine trying to do up something akin 
to the 5th ELEMENT vehicles *amused grin*.

In all?  I've enjoyed playing with GURPS VEHICLES for historical 
vehicles/vessels - and am mildly disappointed with VEHICLES 2nd edition when it 
comes to creating analogs of 1800's age of sail ships.  I am even more 
disappointed to the point of almost ANGER, and the new concepts for vehicles in 
GURPS 4e.  When vessels can go nearly yardarm to yardarm and survive a pounding 
for hours at a time, so much so that a single ship was known to have pulled out 
200 cannonballs from its hull and was operational again within a fortnight.  In 
all fairness, it is possible that some of the attempts to simulate real life 
vehicles is going to run into issues, not because of bad research per se, but 
for rules that just don't mesh well with the reality that is involved.

None the less, being able to design vehicles for campaigns, and being able to 
determine what is or is not possible within the game construct itself, is fun.  
I'd have more fun working on building near future space craft and launch 
systems - and then build a space colony based on the limitations of said 
vehicles - to be MORE fun than just pulling numbers out of thin air and moving 
a story along by fiat.  Why?  Because it forces the players (and GM!) to work 
within a frame work and apply ingenuity for problem solving rather than just 
tossing numbers and concepts together in what amounts to a tossed salad 
approach.

What is perhaps important in all of this, is showing examples of what can be 
done so that someone tries to do the same thing later on for their specific 
needs, and find the whole process to be an exercise in frustration.  And while 
you attempt to keep the vehicles campaign neutral - my suggestion is to create 
a key of sorts, and then outline a campaign.  For example?  Take a look at the 
FUTURE ARMADA series of starships being produced by Ki Ryn Studios.  It is 
maddening to see nice designs that are visually appealing, but not be able to 
stat it out for use with GURPS for a GURPS campaign.  The design system seems 
to be geared towards a D&D space design system than anything else, and I don't 
own that material to where I can make educated guesses about those ships 
designs.  On the other hand?  I can attempt to determine the volume of the ship 
design, and then import the GURPS VEHICLES rules in to add more details should 
I desire it.

In short?  I would say that you might want to create a series of standards for 
the "Mythical" game world, then work off of that world as you design vehicles 
for it.  Who needs a cab?  No one until they spot that the cab is already done 
and available ;)

As for myself?  I recall the fun that I had building the Ianic Refueling 
Corporation for use with my GURPS TRAVELLER campaign.  I recall trying to 
determine the ship traffic rules based on GURPS FAR TRADER rules, and then 
trying to determine just how much fuel is required.  Then I designed Fuel 
scooping shuttles that dove into the Jovian atmosphere, gathered up fuel, and 
then deposited the fuel in a nearby station whose only task was to hold the 
fuel until the ferrying ships (oilers?) would arrive, unload the gathered raw 
fuel, and then head for the game world.  Since the time to reach the world was 
measured in days, I determined that these "tankers" were also moving refineries 
as well - capable of maneuvering at 3G's in order to achieve their rapid 
turnaround required.  Then?  I looked at what was required for the Ianic 
Refueling Corporation to service star ships on the planet's ground.  This level 
of detail is not something ANYONE really wants to spend the time on if they're 
busy with work or life in general, but is happy to look over and then usurp for 
their own campaigns.

So, my advice if you're worried that you're in a rut - start out by asking for 
a shared concensus on building a "near future" earth based on GURPS 3e tech 
levels instead of 4e tech levels.  Then, figure out what would be the more 
pressing needs for a campaign moderator describing such a world.  Now, you know 
what makes me laugh?  Just recently, I saw an online reference to an experiment 
involving artificial muscles that potentially are capable of handling roughly 
1,000 times the load that organic muscles handle.  First thing I thought of was 
Battle Tech.  That rig used to handle a mini-gun in PREDATOR was fabricated by 
some fellas in the military, and now there is a harness being tested to do just 
what was done in the movie - act as a stable platform for a guy wielding a 
chain gun right down to handling the belt feed for it.

So - would I be happy trying to simulate some of the weapons from ALIENS the 
movie?  Heck yeah!  Would I like to be able to construct vehicles that do what 
is done in sci-fi movies, stories, or even role playing games elsewhere?  Eyup. 
 One thing I'd do is make battery powered vehicles much more expensive simply 
because batteries in GURPS VEHICLES seem to be a bit over optimistic.  That 
however, is the joy of being a GM.  You can pick the rules of the universe 
you're designing for, and then go with the flow.

So Onno - what Game UNIVERSE do you have in mind? 

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