06-05-2009, 12:27 PM | #1 |
Join Date: Aug 2004
Location: Buffalo, New York
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Mapping High Guard Drive tech to GURPS Traveller
Hello Folks,
I recall bringing it to the attention of the powers that be, that Meson Gun technology per the original Traveller rules occurs at Traveller Tech level 11, which per the side bar on page 107, makes it late TL 9 weaponry. GURPS TRAVELLER seems to have made it so that you can not have Meson spinal weapons until TL 10. What I don't recall however, is ever catching the rule that pertains to jump technology in GURPS TRAVELLER as compared against High Guard. High Guard lists the Jump technology as being: Jump - TL 1 - 9 2 - 11 3 - 12 4 - 13 5 - 14 6 - 15 A strict translation in GURPS (based upon page 107) would be: Jump - TL 1 - Early 9 2 - Late 9 3 - Early 10 4 - Late 10 5 - 11 6 - 12 Yet, per sidebar page 157, it reads: First, decide on the intended jump number - how many parsecs the ship can jump. This cannot exceed a maximum of jump-2 at TL9, jump-3 at TL 10, Jump-4 at TL11, or jump-6 at TL12. I concede the possibility that SJGames changed this over and above how GDW had originally specified how the tech level changes were to have been in the classic Traveller rules. We already have evidence of the fact that in GDW's version of Traveller, all of the Manuever Drive technological wrinkles had been worked out in the space of three tech levels, and that Manuever drive capabilities of 5 G's had already become common before the Jump-1 drives had even been invented. So, the question becomes one of "Was this an intentional change from GDW's version of technological history, or was this just a minor glitch?" Someone made a point of asking if various "Adventure Class" ships from the days of Fasa had been converted over for use with GURPS TRAVELLER, so I started to work on converting a Zhodani ship over for use with GURPS - which was when I noted the change in Jump drive limits for GURPS versus GDW...
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06-06-2009, 12:23 AM | #2 |
Join Date: Oct 2004
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Re: Mapping High Guard Drive tech to GURPS Traveller
You might wish to report it as an errata. GT:Starships p.37 has J-4 at late TL10 and J-5 at TL11.
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06-06-2009, 12:56 AM | #3 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Mapping High Guard Drive tech to GURPS Traveller
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:( Having seen Mongoose Traveller (not impressed with it to be honest) and T5 (a wee bit confusing to say the least, but I'm only 1 day into reading it at present), one could almost long for the day when new GURPS TRAVELLER products might be produced. At any rate, I just wondered what the thinking was behind it all, and the GURPS STARSHIPS book explains just that - that it was an error for which it was corrected in later books. The only thing not corrected in GURPS TRAVELLER STARSHIPS is when [Meson] Spinal Mounts were introduced - but, that's a minor issue really. All I need to do is change when they are introduced, and perhaps modify the GMV program to include earlier TL versions of the Meson spinal mounts. The one minor problem is that the Jump-4 ceiling is hard coded into the program for a TL 11 starship. Hmmm. I wonder if GURPS VEHICLES for use with the Traveller rules, incorporated the newer changes or not. Sounds like I should dust that program off and have a go at it again ;) Thank you for your comment Pomphis. :)
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Newest Alaconius Lecture now up: https://www.worldanvil.com/w/scourge-of-shards-schpdx Go to bottom of page to see lectures 1-11 Last edited by hal; 06-06-2009 at 12:57 AM. Reason: Added [Meson] to original post |
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06-14-2009, 08:46 AM | #4 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Mapping High Guard Drive tech to GURPS Traveller
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-HJC |
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06-14-2009, 09:26 AM | #5 | |
Join Date: Aug 2007
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Re: Mapping High Guard Drive tech to GURPS Traveller
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About the only product I could see happening in the current climate is a GT/Spaceships:Ships of the Third Imperium pdf.
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Fred Brackin |
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