Hello,

Mike's mail regarding 1632 got me thinking. A big part of the story
is how 20th century people with a limited amount of (civilian) 20th
century technology adapt it to fight a war in the 17th century. 

Two big problems are the need to build the tools to build the tools
and the fact that a modern technical education takes so many tools 
for granted. Compared to that, the lack of blueprints for modern 
AFVs is a trivial problem :-)

The difference to a classic post-apocalyptic setting is mostly the 
amount of trash for salvage and the attitude of the castaways.

Also compare low-tech worlds in Traveller. The GURPS Traveller 
setting assumes that there is some trade, and that the primitives
will be able to import at least a few radios, a few GPS receivers,
a few encyclopedias, unless the world has been red-zoned. But the 
exchange rates mean they won't have much technology.

I was thinking of two different 'scenarios' here. For castaways in
time, combine the components of a TL7 truck and any amount of TL4
stuff into an effective vehicle. For Traveller primitives, select
imports up to one ton and 5,000 Imperial Credits, plus any amount
of lower-TL gear, and build an effective vehicle. 

The difference is that the castaways start up with a specific set
of equipment, while the Traveller primitives can go shopping with 
a limited budget. An alternative would be to start the Traveller 
junkyard competition with a worn-out air/raft.

I've written some vehicles with similar restrictions before. For
a TL5 ship, a GPS, a radio, a battery, and a solar panel can be
a real lifesaver. If you build it in from the beginning, a sonar
depth finder would be nice, too. For a TL6 tank, again the radio
and GPS, plus light amplification and a laser rangefinder. And
so on.

I'm wondering if that will yield interesting vehicle concepts, 
and how they will work out with the old 3E rules. Any comments?

Regards,
Onno
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