03-21-2019, 10:15 AM | #71 | |
Join Date: Dec 2007
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Re: Tech Level Question
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03-21-2019, 10:44 AM | #72 | |
Join Date: Jun 2013
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Re: Tech Level Question
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If the setting lists superscience tech without a ^, I’d count that as an error.
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03-21-2019, 10:50 AM | #73 | |
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Re: Tech Level Question
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Steampunk admits that Sulfanilamide is both TL(5+1) and "normal" TL6 so the above is not true. It would have been simpler (and more logical) to have TL(5+1) relate to truly divergent Tech and TL6 to refer to the real life stuff. There are places where the TL(5+1) seems to used for no other reason then the device existed before the "beginning" of TL6 (set at 1900). |
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03-21-2019, 11:04 AM | #74 | |
Join Date: Dec 2007
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Re: Tech Level Question
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03-21-2019, 11:59 AM | #75 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Tech Level Question
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Variant Technology A setting's technology does not have to develop in exactly the way the standard tech path developed; this ranges from the trivial (e.g. which direction threads turn) on up. The GM should note new and unavailable technologies when defining a society. A character from a setting where a particular technology was implemented differently or not at all will have familiarity penalties of -1 to -5 when dealing with an unfamiliar tech. Exotic Variants Some variant technologies are only possible because of different physical laws or access to some flavor of unobtanium. All such technologies are TL^, though you can also assign them a general TL if they are only partially exotic (for example, an elemental engine is TL^, because it requires you to have fire elementals to actually make it work, but using it to run an aeolipile is not the same as using it to run a steam turbine). Assign familiarity penalties as normal when dealing with the non-exotic parts of such technologies; the exotic parts are likely to be different skills that lack defaults for characters who aren't from societies where they exist. |
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03-21-2019, 12:46 PM | #76 | ||
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Re: Tech Level Question
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Then there is Effective TL where magic is so common that the TL functions much higher then one would expect. "If spells or enchanted items are common the TL is going to be hard to determine. In one area it may be on par with TL10 and in others not even to TL6. "Look at a number of commonly used spells, assign them to approximate TL equivalents, and see if these cluster around one or two TLs as usually defined; if so, use a rough equivalent TL in that range. If that doesn’t work, the TL concept may not fit the setting." It is advised that the GM should avoid assuming the setting will simply be 'just like TLx but with wizards'. (GURPS Fantasy 66) Common magic or superscience really messes up the GURPS TL scale in a hurry. Last edited by maximara; 03-23-2019 at 08:18 AM. Reason: wrong note |
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03-21-2019, 01:55 PM | #77 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Tech Level Question
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If you think that the notation is used unsatisfactorily in current GURPS supplements—for example, in the current GURPS Steampunk line—then why not furnish examples of the problem from something current? If you don't, then hasn't the problem been solved? Why go on about books that on one hand pioneered some new concepts but on the other did not have the advantage of 20/20 hindsight?
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03-21-2019, 02:02 PM | #78 | |
Join Date: Dec 2007
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Re: Tech Level Question
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Last edited by David Johnston2; 03-21-2019 at 04:54 PM. |
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03-21-2019, 04:16 PM | #79 | |
Join Date: Jul 2008
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Re: Tech Level Question
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In that context, it's not a bad marker. Outside that context, it does seem messy at best.
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03-21-2019, 04:29 PM | #80 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Tech Level Question
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For a radically different technology, though, you'd probably have to make your best guess at how advanced they were, and call them TL(0+N). The Stone Age has the first domestications—of fire and of plans and animals—and adaptation of inorganic materials to technological use; probably any technohistory will start out with such things, however different in detail.
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