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]
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