I am starting a gurps game that includes Super and Space.  I was thinking of 
adding stargate type adventures.  Like stranding them and such.  Any 
suggestions for blending?

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>Today's Topics:
>
>   1. Gate Vehicles (Eric Funk Antispam)
>   2. Gate Vehicles (Mike Adamz)
>   3. Gates? (Mike Adamz)
>   4. Aw: [gurps] Gate Vehicles (Onno Meyer)
>   5. Re: Gate Vehicles (Onno Meyer)
>   6. Re: Gate Vehicles (Johannes Trimmel)
>   7. Re: Gate Vehicles (Mike Adamz)
>   8. Re: Gate Vehicles (Onno Meyer)
>
>
>----------------------------------------------------------------------
>
>Message: 1
>Date: Wed, 18 Sep 2013 17:35:44 -0500
>From: Eric Funk Antispam
>       <[email protected]>
>Subject: [gurps] Gate Vehicles
>To: [email protected]
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
>> The Star Liners produce some amazing speeds, but no interesting
>> vehicles. So I thought about something Mike mentioned, Stargate
>> SG-1, and my reply re the lack of vehicles in the series. What
>> is the difference between a vehicle transported through a gate
>> and one carried by a starship?
>>
>> * I'm usually assuming that the vehicles carried on a starship
>>    have the same TL as the ship. Entire starships as higher-TL
>>    artifacts are possible, but by and large the people who run
>>    the ships can also build them, and they will build vehicles
>>    at their best TL.
>
>>    By comparison, the stargate network is an ancient artefact.
>>    (It doesn't have to be, compare Peter F. Hamilton.) The gate
>>    explorers could have TL7 or TL8 vehicles on strange worlds.
>
>Or conversely, at a lower TL as needed for the mission, particularly if
>
>the venture is a "routine" mission...*
>
>* That said, I'm re-reading GURPS Uplift, and it springs to mind a 
>particular civilization might purchase/lease a Higher-tech device, 
>probe, fighter, or even whole sub-ships.
>
>
>> * Somewhat similar things happen in Traveller, with tainted or
>>    airless low-tech worlds. TL10 traders carry people to those
>>    worlds, and they maintain lower-TL settlements there.
>
>The old "Set up jump point, drop a
>
>> * A starship sets out with a complement of ground vehicles. It
>>    might not know in advance what planets it will visit, or it
>>    could go with the same complement to different worlds.
>>
>>    Gate vehicles can be more specialized -- you send a probe
>>    to check the environment, then you call the right kind of
>>    vehicles from central storage.
>
>Calling Thunderbird 2!
>
>( http://en.wikipedia.org/wiki/Thunderbird_2 )
>
>Although the gate dimensions are reminding me more of Traveller's 
>Modular Cutters, with a cylindrical payload module held in a 
>standardized "truck"...
>
>
>> * The gate in SG-1 is not rated for mass or volume, just for
>>    diameter. (The Gate on VXi16 is the same.) Vehicles would
>>    be optimized to fit through the gate, not for low mass.
>
>Long vehicles, and vehicles with swing wings...
>
>
>> * Hamilton suggested trains for an established gate network.
>>    The VXi16 gate is a minimum of $50 billion, so it needs to
>>    be used efficiently. (About five times the cost of the
>>    channel tunnel.)
>
>
>It depends on the relative ease of making gates (Babylon 5 universe 
>background mentioned that a typical solar system had enough material
>for 
>one or two of its hypergates...).
>
>
>
>-- 
>Eric Funk
>Knowledge Brings Fear -- Motto of Mars University, Futurama
>
>
>------------------------------
>
>Message: 2
>Date: Wed, 18 Sep 2013 22:39:45 +0000
>From: "Mike Adamz" <[email protected]>
>Subject: [gurps] Gate Vehicles
>To: "Gurpsnet" <[email protected]>
>Message-ID:
>       
> <2099687438-1379543994-cardhu_decombobulator_blackberry.rim.net-1934226230-@b18.c8.bise6.blackberry>
>       
>Content-Type: text/plain
>
>Gate on a plants surface?
>Habitable or not?
>Orbit?
>Deep in space? 
>
>Or ?
>
>How much you to move thru it?
>
>Mike
>Oregon
>
>Sent via BlackBerry by AT&T
>
>
>------------------------------
>
>Message: 3
>Date: Wed, 18 Sep 2013 22:41:28 +0000
>From: "Mike Adamz" <[email protected]>
>Subject: [gurps] Gates?
>To: "Gurpsnet" <[email protected]>
>Message-ID:
>       
> <1213921551-1379544094-cardhu_decombobulator_blackberry.rim.net-25515350-@b18.c8.bise6.blackberry>
>       
>Content-Type: text/plain
>
>Any fans of Eric Flints 1632 series? Rpgaming it or ??
>
>Mike
>
>Sent via BlackBerry by AT&T
>
>
>------------------------------
>
>Message: 4
>Date: Thu, 19 Sep 2013 14:29:40 +0200 (CEST)
>From: "Onno Meyer" <[email protected]>
>Subject: Aw: [gurps] Gate Vehicles
>To: "The GURPSnet mailing list" <[email protected]>
>Message-ID:
>       
> <trinity-f6d2811e-4d56-44ac-b4c7-83f6be7509d3-1379593780075@3capp-gmx-bs43>
>       
>Content-Type: text/plain; charset=UTF-8
>
>Eric replied to me.
>> Or conversely, at a lower TL as needed for the mission, particularly
>if 
>> the venture is a "routine" mission...*
>> 
>> * That said, I'm re-reading GURPS Uplift, and it springs to mind a 
>> particular civilization might purchase/lease a Higher-tech device, 
>> probe, fighter, or even whole sub-ships.
>
>Occasional higher TL gadgets are fine if you assume a setting where
>they can be purchased and/or looted (compare the stargate itself in
>Stargate, or the beam weapons which showed up in human arsenals). 
>
>Occasional lower TL gadgets sound fishy, unless they're effectively 
>the same as the state of the art. Perhaps trucks or tents from late
>last TL, sure, but using obsolete gear just messes with your supply
>channels and training schedules.
>
>> The old "Set up jump point, drop a
>
>Something missing?
>
>> >    Gate vehicles can be more specialized -- you send a probe
>> >    to check the environment, then you call the right kind of
>> >    vehicles from central storage.
>> 
>> Calling Thunderbird 2!
>> 
>> ( http://en.wikipedia.org/wiki/Thunderbird_2 )
>> 
>> Although the gate dimensions are reminding me more of Traveller's 
>> Modular Cutters, with a cylindrical payload module held in a 
>> standardized "truck"...
>
>Why modular vehicles at all? Take a bunch of different vehicles,
>all with different roles, but all with the same diameter to fit 
>through the gate. 
>
>A snowtrack, a 4x4, a helicopter with folding rotors. 
>
>Okay, a boat or a submarine would be a special case, but all the
>others should be able to move on the flat concrete floors on 
>_this_ of the gate, and you only send them across if they can 
>deal with the _other_ side.
> 
>> > * The gate in SG-1 is not rated for mass or volume, just for
>> >    diameter. (The Gate on VXi16 is the same.) Vehicles would
>> >    be optimized to fit through the gate, not for low mass.
>> 
>> Long vehicles, and vehicles with swing wings...
>
>Makes one wonder about the shape of the Death Glider.
>
>Regards,
>Onno
>
>
>------------------------------
>
>Message: 5
>Date: Thu, 19 Sep 2013 14:40:43 +0200 (CEST)
>From: "Onno Meyer" <[email protected]>
>Subject: Re: [gurps] Gate Vehicles
>Cc: Gurpsnet <[email protected]>
>Message-ID:
>       
> <trinity-38a78c14-6daa-4637-b7d8-9e71d2c4a7f1-1379594443709@3capp-gmx-bs43>
>       
>Content-Type: text/plain; charset=UTF-8
>
>Mike wrote:
>> Gate on a plants surface?
>
>That was how the Stargate show did it. If it is possible to
>build a gate on the surface, why bother to put it in orbit?
>
>- Safety/Quarantine. But with plenty of worlds, why not put
>  your quarantine station on another planet?
>- Cargo handling. What happens to a wheeled vehicle if one 
>  half is through the gate and the other half isn't? Zero-G
>  could be helpful.
>
>> Habitable or not?
>
>With plenty of habitable worlds to choose from (the case in 
>Stargate), why bother with inhabitable ones?
>
>> Orbit?
>> Deep in space? 
>
>Only if the system requires relays.
>
>> How much you to move thru it?
>
>Hamilton probably had it right -- if you want to move high 
>amounts of cargo, use trains. 
>
>Regards,
>Onno
>
>
>------------------------------
>
>Message: 6
>Date: Thu, 19 Sep 2013 15:33:30 +0200 (CEST)
>From: Johannes Trimmel <[email protected]>
>Subject: Re: [gurps] Gate Vehicles
>To: The GURPSnet mailing list <[email protected]>
>Message-ID:
>       <[email protected]>
>Content-Type: TEXT/PLAIN; format=flowed; charset=US-ASCII
>
>
>Self built ships and gates built by mysterious high tech aliens is more
>
>common, but you can have it the other way round as well.
>
>Star Gate gates do not seem to be designed to be used by vehicles, but 
>other gate builders could have different design goals. SG gates can be 
>moved easily however, so they are a potential vehicle component. A
>vehicle 
>that can transport a gate and move through it after some
>reconfiguration 
>would be in principle possible. Not particulary nice, because it means 
>that if you arrive somewhere you take away the local gate on your 
>expedition and leave it lying around whereever you decided to come
>back, 
>but you can prevent being cut off from the gate that way.
>
>If the gates are not round, you propably could send gates through each 
>other.
>
>It is possible that mass or volume or a length speed ratio become
>design 
>considerations. More mass, volume or a longer operation might mean more
>
>energy use or more wear and tear on the gate.
>
>If you don't stick to SG, gates that do not function on planets are a 
>possiblity too.
>
>There are a couple of reasons to put installations on not habitable 
>planets, even if you have habitable ones. They might have a resource
>you 
>need (even if the resource is just "it's really hot there"). You want
>to 
>avoid or reduce contamination by biological influences. Security
>reasons, 
>if anything living on that planet is automatically suspicious, it's
>harder 
>to creep up on your installation and this makes a good place for a high
>
>security prison.
>
>It also is possible, that the gate builders are still there, keep their
>
>technology secret, but allow others some form of access to the gates.
>The 
>quadrail series by Timothy Zahn has a setup like this, though
>technically 
>there are no gates.
>
>One mans groundfloor is an other mans earthmissle
>@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
>
>Johannes Trimmel
>@@@@@@@@@@@@@@@@
>
>
>
>------------------------------
>
>Message: 7
>Date: Thu, 19 Sep 2013 13:46:59 +0000
>From: "Mike Adamz" <[email protected]>
>Subject: Re: [gurps] Gate Vehicles
>To: "Gurpsnet" <[email protected]>
>Message-ID:
>       
> <338930266-1379598420-cardhu_decombobulator_blackberry.rim.net-1384964742-@b18.c8.bise6.blackberry>
>       
>Content-Type: text/plain
>
>Gates via "magic" or other than high tech, atleast as we high tech.
>
>Different tech? 
>
>Mike
>
>Sent via BlackBerry by AT&T
>
>
>------------------------------
>
>Message: 8
>Date: Thu, 19 Sep 2013 16:31:56 +0200 (CEST)
>From: "Onno Meyer" <[email protected]>
>Subject: Re: [gurps] Gate Vehicles
>To: "The GURPSnet mailing list" <[email protected]>
>Message-ID:
>       
> <trinity-500cb7c3-9e24-46e6-ad96-39b2409a019a-1379601116439@3capp-gmx-bs26>
>       
>Content-Type: text/plain; charset=UTF-8
>
>Johannes replied to me:
>> Self built ships and gates built by mysterious high tech aliens is
>more 
>> common, but you can have it the other way round as well.
>
>You go THROUGH a gate, but you live IN a ship. The ship is more 
>important to the daily life of the party, so they want a higher
>degree of control about it -- by coming from a culture which 
>understands and builds the ships. 
>
>> Star Gate gates do not seem to be designed to be used by vehicles,
>but 
>> other gate builders could have different design goals. 
>
>They're used by the Puddle Jumpers from Atlantis. But the shape 
>is probably a technical requirement, not a design choice. Round
>wormhole, round gate.
>
>> SG gates can be 
>> moved easily however, so they are a potential vehicle component. 
>
>They were used in various large vehicles. It seems that raises a 
>plot hole re gate addresses, but the technobabble seems to have 
>coped somehow.
>
>> A vehicle 
>> that can transport a gate and move through it after some
>reconfiguration 
>> would be in principle possible. 
>
>If there is the technology to build new gates, this would be the
>basic way new gates are emplaced. A gate-carrier starship arrives
>and drops the gate, then it goes home the direct way.
>
>> Not particulary nice, because it means 
>> that if you arrive somewhere you take away the local gate on your 
>> expedition and leave it lying around whereever you decided to come
>back, 
>> but you can prevent being cut off from the gate that way.
>
>If nobody is using the local gate, why is it a problem? There was
>an episode where some bad guys went around and stole gates, which 
>caused more of a stir.
> 
>> If the gates are not round, you propably could send gates through
>each 
>> other.
>
>Or send disassembled gates. 
> 
>> It is possible that mass or volume or a length speed ratio become
>design 
>> considerations. More mass, volume or a longer operation might mean
>more 
>> energy use or more wear and tear on the gate.
>> 
>> If you don't stick to SG, gates that do not function on planets are a
>
>> possiblity too.
>> 
>> There are a couple of reasons to put installations on not habitable 
>> planets, even if you have habitable ones. They might have a resource
>you 
>> need (even if the resource is just "it's really hot there"). You want
>to 
>> avoid or reduce contamination by biological influences. Security
>reasons, 
>> if anything living on that planet is automatically suspicious, it's
>harder 
>> to creep up on your installation and this makes a good place for a
>high 
>> security prison.
>
>Any world without a gate would make such a prison. Or, for that 
>matter, any world where the gate is in a highly defensible 
>position.
>
>The Stargate series didn't do enough with the concept of a "gate
>fortress", but then it would have ended many adventures at an 
>early stage.
>
>Put the gate into a position so you can contain whoever comes 
>through. Details depend on your TL, from portcullis and murder
>holes to yard-thick concrete and remote weapons. The SG team 
>did a bit on Earth, but they still relied on troops in the 
>gate room, and they had that silly window directly to the 
>control room.
>
>Surround that by defenses against people from the world, from
>curtain walls to minefields. 
>
>Regards,
>Onno
>
>
>------------------------------
>
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