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Old 04-20-2019, 11:40 AM   #11
larsdangly
 
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Default Re: Gate stabilisation

That is a good way to think of them. Another side to that comparison: what became of the roman roads in the dark ages? They existed, but as scattered bits and bobs leading from you to who knows where...
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Old 04-20-2019, 11:44 AM   #12
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Default Re: Gate stabilisation

theyre mostly still there, just 10 or 20 feet underground now :)
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Old 04-20-2019, 07:05 PM   #13
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Default Re: Gate stabilisation

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Originally Posted by JLV View Post
Personally, I really like that gates aren't some kind of perpetual motion machine that let people flit around the world faster than boarding an SST.

Even with an Eastgate/Westgate kind of situation, I think maintaining the gate SHOULD be expensive and difficult. The cities make up the costs by charging every groat the traffic will bear to use the gates (though why they don't just build a riverboat or two complete with Mechanician's Guild patented primitive steam engines -- ah HAH! Suddenly the Mechanician's Guild gets some love from the official authorities -- I couldn't really say...).
Well, my original idea was that Eastgate and Westgate's gates were Ancient artifacts, and beyond the capability of current mages to duplicate. This was before I decided to put them in my TFT campaign, where gates are still a thing. So, at least in this case, they will probably remain an artifact, and as such require little or no maintenance (as gates created by current mages would).

As for riverboats--or even sailboats or ferries--yes, they may exist. But they can't begin to compete with the throughput of the gate. Traffic can flow in both directions as fast as it can be organized. Which is why there is a sophisticated queueing system on each side, to maximize efficiency. Yes, the cities charge thru the nose to use the gate, but it makes crossing the river quick and easy.
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Old 04-21-2019, 03:06 AM   #14
philreed
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Default Re: Gate stabilisation

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Originally Posted by Sinanju View Post
Well, my original idea was that Eastgate and Westgate's gates were Ancient artifacts, and beyond the capability of current mages to duplicate.
I like this idea. Personally, I _never_ try to make things fit exactly within an RPG's rules; story comes first. Just because the rules limit what the PCs can do, that doesn't mean that the rest of the world has to operate under the same limitations. The rules are for the players; the GM does what is best for the adventure.
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Old 04-21-2019, 04:31 AM   #15
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Default Re: Gate stabilisation

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I like this idea. Personally, I _never_ try to make things fit exactly within an RPG's rules; story comes first. Just because the rules limit what the PCs can do, that doesn't mean that the rest of the world has to operate under the same limitations. The rules are for the players; the GM does what is best for the adventure.
This is why I don't care all that much about the "errors" on the character cards. There are rational ways to explain their apparent deviation from the Rules, and they aren't obligated to follow the Rules anyway.
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Old 04-21-2019, 08:59 AM   #16
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Default Re: Gate stabilisation

If you want to limit an artifact gate then have it stabilized by sucking five fatigue from each traveler, or some other means to limit player abuse.
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Old 04-21-2019, 11:42 AM   #17
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Default Re: Gate stabilisation

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If you want to limit an artifact gate then have it stabilized by sucking five fatigue from each traveler, or some other means to limit player abuse.
The campaign I am in has very limited gate travel, but the idea of draining fatigue points from each traveler is an excellent idea. If I ever get to the point where I am ready to run my own campaign I'll keep that in mind.
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Old 04-21-2019, 01:45 PM   #18
JLV
 
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Default Re: Gate stabilisation

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If you want to limit an artifact gate then have it stabilized by sucking five fatigue from each traveler, or some other means to limit player abuse.
I like this -- plus it allows for some interesting role-playing, as the characters are likely to want to find an inn to rest up after using a gate, so then you have a nearly automatic opportunity to provide them with information, encounters, maybe even hirelings.

Kind of like Guy McLimore's old "Crossroads Inns" (which are always a thing in any campaign I'm GM-ing), only instead they're "Gateway Inns!" ;-)
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Old 04-21-2019, 02:26 PM   #19
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Default Re: Gate stabilisation

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The campaign I am in has very limited gate travel, but the idea of draining fatigue points from each traveler is an excellent idea. If I ever get to the point where I am ready to run my own campaign I'll keep that in mind.
This also works on another level... it makes the idea of moving large armies via gate much less attractive.

I also like the idea of there being a difference between ancient Mnoren-built gates and those that wizards can pull off. I think that is really the only practical way of providing for large-scale, safe and reliable gate travel if that's something the GM wants in their campaign.
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Old 04-21-2019, 03:16 PM   #20
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Default Re: Gate stabilisation

If you really want Cidri gate travel to be as common as American air travel then it's going to be a big hit against the given wizard numbers.
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