04-11-2008, 07:08 AM | #71 | |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: Yrth technology
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Germ Theory, fingerprints, and other bits that made it through are examples of things that were looked at and not removed. As opposed to the "Bleepity bleep bleep, we missed something." school of thought. Of course anything you decide to let through this way should involve careful consideration as to what it will do. Leaving aside social issues (politics, religion etc) the biggies that seem to have been blocked are Gunpowder and later weapons tech, Steam power, and Electricity. The later two alone would keep most of society at TL-4 and weapons tech at TL-3. As for magic changing Yrth significantly, I've always looked at it as magic is great for the occasional use. Using it to the point of effectively replacing TL5+ technology requires far too much effort on the part of a very small group of people.
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MIB #1457 Last edited by sjard; 04-11-2008 at 07:27 AM. |
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04-11-2008, 09:38 AM | #72 | ||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Yrth technology
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However, I do tend to lean toward magic meeting needs: magical water supplies that create water, magical sewers that remove waste, magical doctors who cure plagues, etc. This leads to cleaner cities, longer lifespans, and more modern-looking situations. Quote:
Unless the Ministry can call on circles of wizards and entire legions in foreign lands, has no problem with very public destruction, and can afford to sustain losses in the upper thousands, I can't see how they could suppress powerful renegades who have a potent mix of technology and magic, and who have garnered massive public support by being willing to share with anyone who's tired of being a repressed serf. Played in a remotely plausible way, it will end up looking more like Dune than Men in Black. I've yet to figure out how the Ministry could do a darn thing about magical ships with cannon off the west coast of Ytarria, say, or convince the Dwarves not to use steam-tech down in their mines.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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04-11-2008, 10:14 AM | #73 | |
Join Date: Jul 2005
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Re: Yrth technology
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The archmages would probably best be handled by either Powers, or giving them standard GURPS Magic spells and very high-levels of magery with loads of extra fatigue - not to mention advantages like Unkillable.
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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04-11-2008, 10:23 AM | #74 |
Join Date: Dec 2007
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Re: Yrth technology
It's not unbelievable all things considered for technological development in Yrth to be retarded as long as it is kept to itself. For example, Yrth has much more efficient ways to deal with pumping out flooded mines than inventing the steam engine. What Yrth really needs though is a good anti-gun spell.
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04-11-2008, 10:52 AM | #75 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Yrth technology
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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04-11-2008, 10:58 AM | #76 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Yrth technology
My meta-assumption about suppression of guns in Yrth is that the MoS isn't really all that efficient; the real problem is fire elementals. My assumption:
1) Fire elementals can be spontaneously generated by large or intense fires. 2) Fire elementals like explosives. 3) Fire elementals like just about all forms of fuel. This combines to make explosives and internal combustion engines extremely unreliable. The MoS just takes credit when the explosives factory spontaneously blows up. |
04-11-2008, 11:00 AM | #77 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Yrth technology
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04-11-2008, 11:11 AM | #78 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Yrth technology
Shouldn't Missile Shield stop fragmentation as well? Or is missile shield only good against missiles thrown by an intelligent will or something?
Ah, in the description(M168) it says it works against shrapnel. Voila, proof against explosions(Combined with Resist Pressure). |
04-11-2008, 11:15 AM | #79 | |
Join Date: Aug 2007
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Re: Yrth technology
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...and I'd let somebody else have the glory of using those grenades on a stick. Being killed by fragments of my own stick seems very likely to me. Really, 4e explosions (concussive blast damage to be specific) tapers off so quickly that even small amounts of distance reduce very large explosions quickly. Missile Shield does protect against fragmentation. So the 105mm howitzer from High Tech only does 5dx5 concussion. The 87ps in the same hex is impressive but 3 yards away it's only 3 pts. Hunting down talented mages with large concussion munitions looks like a fairly limited strategy. Unless you can your targeting fixes totally unobserved (and there's a Sense Observation spell) they'll just evacuate the area faster than you can bring the heavy ordinance to bear on them. As for mines and booby traps they'll be easily spotted by See Secrets unless you use a lot of Conceal Magic. So using concussive blasts on mages is _a_ strategy but not really an overwhelming one.
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Fred Brackin |
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04-11-2008, 11:17 AM | #80 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Yrth technology
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For faster defensive use we could have: Stop Explosion |
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banestorm, yrth |
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