07-18-2010, 10:57 AM | #1 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Tech Level of Tales of the Solar Patrol
Tales of the Solar Patrol gives the TL of its setting as 6+3, but I have been finding this inadequate for certain reasons.
In the setting, budget problems blocked the invention of the electronic computer and the transistor. However, the setting has an "ether," and discoveries relating to this have led to almost limitless power with "Tesla coils," electron drives that can accelerate in an hour to 0.1c and more, nega-barriers (force fields), atomic guns, and gravitic vectors (anti-gravity). All of these technologies are obviously TL^. The setting has electro-mechanical computers called infomats, and has not progressed beyond TL6 except for developments in nuclear fission, putting it in TL7 for power generation. Yet the setting has manned interplanetary space flight, heavy laser weapons (both TL9), and perhaps some other TL9 stuff I'm forgetting. So is TL6+3 the best descriptor of this setting? GURPS page B513 lists retro-tech mimicking 1940s SF (which is this setting) as a split tech level, not a divergent one. I was thinking TSP could be described as "TL6 (Tesla Power and Weapons TL6^, Nuclear Power TL7). Any thoughts? |
07-18-2010, 11:27 AM | #2 |
Join Date: Aug 2005
Location: Cowtown, Canada
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Re: Tech Level of Tales of the Solar Patrol
By the nature of its weirdness, TotSP does not fit well at all into the GURPS TL examples. I would say it's TL/WTF? and go from there. If you HAVE to classify it, I'd say TL6+3/4^.
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07-18-2010, 11:29 AM | #3 | |
Join Date: Jan 2010
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Re: Tech Level of Tales of the Solar Patrol
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07-18-2010, 11:35 AM | #4 | |
Join Date: Aug 2004
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Re: Tech Level of Tales of the Solar Patrol
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This is EXACTLY the situation the TL X+Y system was made for!
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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07-18-2010, 11:59 AM | #5 |
Join Date: Jun 2006
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Re: Tech Level of Tales of the Solar Patrol
My universal thought for all such debates is "why do you care?" That is, under what circumstance can you imagine needing to know the "right" answer to this in play?
Numerical TLs are a doubtfully useful idea in the first place; complex extentions of numerical TLs are pretty much completely pointless. Label it TL(Q) or something anywhere you need to record a label. Any rule where you need a numerical value of it is probably a questionable rule in the first place, and the GM simply makes up something appropriate. Which is more or less what you have to do with a differences between complicated string of letters and punctuation marks anyway, which aren't a clear number either; so you aren't really any better off with TL6^+2/6+2^ than with TLQ even in those cases.
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07-18-2010, 01:01 PM | #6 | ||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Tech Level of Tales of the Solar Patrol
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Hmm. Maybe the answer is to classify the base TL as 6+3^, and specify those technologies that are held back. E.g., TL6+3^ (Computers TL6; Materials Science, Nuclear Power TL7). Quote:
I'm not really interested in debating the validity of GURPS tech levels. I'd prefer to assume they work just fine, and figure out the right answer. |
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07-18-2010, 01:05 PM | #7 | ||||
Join Date: Dec 2007
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Re: Tech Level of Tales of the Solar Patrol
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A fictional universe of the kind described on page 513 would be more like the hard science fiction stories of the 1940s or stuff like Venus Equilateral, a universe that required people to manually adjust power beams to keep them from drifting off target and didn't have any robots. Quote:
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Last edited by David Johnston2; 07-18-2010 at 01:26 PM. |
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07-18-2010, 01:57 PM | #8 |
Join Date: Jun 2006
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Re: Tech Level of Tales of the Solar Patrol
Then it's 9. Those tables don't have entries for anything other than simple integers. And if you are going to make technology by technology exceptions, advances and retardations, alternate paths with different defaults counting up and down them, whatever, you are actually rewriting them anyway. The paragraph or two you need to explain which technologies are advanced, retarded or use totally different rules becomes the definition of your new TL, and might just as well simply list the new Medical Help table result as assign a number for you to look up on the Medical Help table. Which is more or less my point. If it's different enough from a simple integer it needs a descriptive paragraph, simply give it a name and refer to the descriptive paragraph. You are going to have to go read it anyway to understand the notation even if you do somehow construct one of those number and symbol strings that makes you happy.
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07-18-2010, 02:10 PM | #9 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Tech Level of Tales of the Solar Patrol
In gurps more optional rules and information is almost always good. A giant YMMV.
I like having many ways to describe alternate timelines for crosstime jumping characters to give a base of operations. |
07-19-2010, 12:10 AM | #10 | |
Join Date: Aug 2004
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Re: Tech Level of Tales of the Solar Patrol
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He might wear a stehoscope. There is also the back in time aspect of some tech in anachronistic. Slide rules are the obvious examples. For all I know TotSP phones still have rotary dials but a built in Tri-D projector to allow face to face conversations.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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tales of the solar patrol, tech level |
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