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Old 01-01-2012, 04:17 AM   #11
Maz
 
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Default Re: New Year/New Setting: GURPS world design 'game'

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Originally Posted by C4lv1n View Post
This doesn't need to be how it works but the sun facing side could be summer equivlent, and the side facing away could be winter equivlent. Getting more extreme as you near the poles.

EDIT: How about the areas ~45 degrees both ways scale with what we have on earth, at 45 degrees from each pole would be either the abolute hottest or coldest it is here on earth.
I'm not exactly sure what this means?
does it means there is an eternal dark and light side. Where the light side always have summer, and dark side always have winter?
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Old 01-01-2012, 04:24 AM   #12
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Default Re: New Year/New Setting: GURPS world design 'game'

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I'm not exactly sure what this means?
does it means there is an eternal dark and light side. Where the light side always have summer, and dark side always have winter?
Yes. The world is tidelocked. One side is always day, one side is always night, and there is a twlight zone in the middle.
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Old 01-01-2012, 05:39 AM   #13
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Default Re: New Year/New Setting: GURPS world design 'game'

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The world is a tide-locked planet, and the twlilight zone is ( for some reason) a 'shirtsleeve environment' for human beings. Other regions may or may not be habitable for humans or other life, depending on what you guys develop. This could be sci fi, fantasy, or a mix. That's up to the posters who will follow me.
Tide-locked to a red dwarf that is itself in orbit around a larger star?
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Old 01-01-2012, 05:49 AM   #14
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Default Re: New Year/New Setting: GURPS world design 'game'

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Yes. The world is tidelocked. One side is always day, one side is always night, and there is a twlight zone in the middle.
"night" refers to the relative position of the sun as earthlings are accustomed to it. Dusk and dawn extend considerably past the terminator, in part due to the dust kept high in the atmosphere by the violent weather. Auroras and light from the large moon also keep the night hemisphere from being utterly dark at all times. Conversely, dense cloudbanks can darken the skies over countries in the day hemisphere [as well as the night] for interminable periods.

The moon has an association with misfortune and the forces of evil in most human lands due to its influence on quakes, tides, and vulcanism in various regions. In others it has an association with home and afterlife rewards, and features in obscure myths about the origin of the human race on another world..

Without daily rotation there are no solar tides and lunar tides are on a period of earthly weeks, making sea travel challenging even with favorable weather. As if in compensation for this, the compass and sunstone (feldspar) are well-known tools for navigation in most areas.

Timekeeping on an hourly or even daily basis is problematical and local customs vary widely. Typically the arc of the moon from horizon to horizon is divided into 10 to 20 parts that are collectively labeled referring to their quantity or their relation to the moon. When the moon is not visible, division time is usually kept by body clocks of domestic animals where TL does not admit devices able to run for long periods unattended, and many popular farces use the plot device of tampering with the animals to mislead someone about the current "day".
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Old 01-01-2012, 05:50 AM   #15
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Default Re: New Year/New Setting: GURPS world design 'game'

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Tide-locked to a red dwarf that is itself in orbit around a larger star?
It could be, sure. You have a question mark there, so i take it this isn't a definite contribution.

We need to to keep one side in eternal day and one side in eternal night. That's established. The exact celestial mechanics are unimportant to me, but other posters may care more about such things. Feel free to elaborate on such matters if you like, just try to keep it compatible with previous posts (I'm not saying that your idea isn't compatible).
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Old 01-01-2012, 07:41 AM   #16
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Default Re: New Year/New Setting: GURPS world design 'game'

The people living on the day sight appear as reptiles, but are in fact shapechangers. For reasons unknown to the human inhabitants they always present a reptilian appearance when dealing with anyone in the twilight zone.
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Old 01-01-2012, 08:20 AM   #17
jeff_wilson
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Default Re: New Year/New Setting: GURPS world design 'game'

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Yes. The world is tidelocked. One side is always day, one side is always night, and there is a twlight zone in the middle.
This would only be the case if it is tidelocked *and* has negligible axial tilt, btw. My entry implies this is the case, otherwise the wobble would cause a visible daily movement of the sun. Let's say this is the case, but the magnetic poles are significantly inclined, so that the compasses aren't useless.

I'm not sure I like the red dwarf, but I like the idea of a few stars and planets being naked-eye visible in the day-sky.
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Old 01-01-2012, 08:30 AM   #18
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Default Re: New Year/New Setting: GURPS world design 'game'

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Humans are not native to this planet. They were brought here to serve as slave-soldiers in the war between the great powers of the light side and the dark side of the world.
Gods? Demons? Elder Things?

If this is a fantasy world, then the sunside and darkside parts of the world don't need to be completely uninhabitable, like it would in a sci-fi planet. Just inhospitable. Normal people could survive there, but it would be difficult.
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Old 01-01-2012, 08:32 AM   #19
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Default Re: New Year/New Setting: GURPS world design 'game'

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The people living on the day sight appear as reptiles, but are in fact shapechangers. For reasons unknown to the human inhabitants they always present a reptilian appearance when dealing with anyone in the twilight zone.
Mmm...why would that be? Do they choose to assume reptilian form while in the twilight zone, or do they require sunlight, somehow, to look like humans?
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Old 01-01-2012, 08:36 AM   #20
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Default Re: New Year/New Setting: GURPS world design 'game'

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Nice!

Here's a bit from me:

The humans came from a low tech world ( TL 0-3). They have largely escaped bondage, and have created their own cities, territories, kingdoms, etc. in the Twlight Zone. There may be some bits of either high technology or strange magic (or both) left over from the war, and some humans may have figured out how to use this stuff.
Magitech is always cool.

The humans have magic as well, but it's the remnants of what they used before they were captured, so it's rather patchy and not necessarily very powerful--they had to reconstruct their entire magic system from memory, as they lost their books when they were enslaved.

However, there are some people--possibly whole factions, possibly just individuals--who are attempting to reverse engineer their captor's magic for their own purposes. The problem is, if their captors are supernatural beings, then using their magic can have a... mutative effect on human casters.

Last edited by Faolyn; 01-01-2012 at 08:41 AM.
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