On Wed, Sep 10, 2014 at 3:34 AM, Onno Meyer <[email protected]> wrote: > Hello Evyn, > > I think I haven't clarified a key assumption. I want to take the old GURPS > rules as written, with TL11 and the hyperdrive from VE39/S29, and find out > what they imply for a "generic GURPS SF" setting. With this baseline, it > becomes possible to tweak the technology towards a desired result. That > would be the next step.
There's nothing generic about the the 3e tech progression, once you get into the magic. (Which is most everything after about TL10 or TL11, and a lot at those levels.) There's no reason that magic A should be TL 11, but magic B is 12 and magic C is 13, or that you have to have A before B before C. If you use the rules as written, you end up with a very particular setting, that looks an awful lot like a certain holywood franchise. If that's what you want, great. If it's not, then it's a silly exercise. Start where you want to end up, and work back from there. -- David Scheidt [email protected] _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
