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Old 12-22-2017, 04:32 PM   #11
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Default Re: Pyramid #3/110: Deep Space

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Originally Posted by David L Pulver View Post
Plus, Elvis!
Yeah I really did not want to give away some of the punch lines or more amusing backstories. My favorite was the first one, but they were all good.
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Old 12-22-2017, 04:41 PM   #12
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Default Re: Pyramid #3/110: Deep Space

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Originally Posted by Refplace View Post
A day early? You guys starting Christmas break? Have an awesome one
Aytheric Space is the only article I read so far and I really liked it. Good use of existing material with GURPS Spaceships and RPM. The background is great and what I would expect from Tramlett. This deserves a book treatment as a new GURPS setting.
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Okie doke

  • Aethyric Space. 4 pages of setting fluff and 4 oages of rules that include a template and some lenses and sats for Spaceships.
    If you like Spell Jammer or other High Fantasy in Space there is a lot here to work with. I like the setting and could see running a game in it. That is unusual for me so a compliment to the setting.
    I will likely use some of this stuff to retool my magitech civilization in the Chalice World and may adapt some of it for travel between turtles.
    Note some of the additional material for RPM makes for highly cinematic Adepts.

    It was a fun read, as most of Tramlets stuff is and the rules by Christoper Rice are solid as always.
Thanks! That's a high compliment from anyone who plays GURPS. Though i did't do everything crunchy and J didn't do everything fluffy. We collaborated pretty heavily on this with lots of outlining and sketching. The initial idea was mine, but J fleshed it out like some mad Doctor Words-n-stein.

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I could see most of this issue combined into a single setting.

Start with the Expanse from Space Pirates. Interstellar space is not touched on much there; it is possible that humanity's initial FTL expansion - even colonization - is completely unaware of the aethyr, blowing right through Oort clouds without noticing anything unusual (for the few ships that travel the slow way, not using Gates). If you can not use magic or sense mana, and nothing near you does either, do you even know that magic exists?

But eventually, someone finds out. Perhaps humanity's first contact with aliens is when they stumble across the Bazaar, and knowledge of the aethyr eventually comes back. That could become humanity's advantage: relatively high NZ-adapted technology, even ships that need not use the aethyr-lines (and very fast transportation between places they have had a decade or two to set up), in exchange for primitive magic.

And of course there are space wrecks strewn throughout space.
Neat!

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Originally Posted by J. Edward Tremlett View Post
This turned out to be a real fortuitous outing for Christopher and I. He had a great idea about doing a magic-based space system, and I had a setting in dire need of something more than the standard space opera. Hopefully it proves at least inspirational to most!
Yup. This one was quite good. I wonder if they can wait for the [FNORD] we're working on for [FNORD] them?

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It's definitely one of the more unique settings that I've seen -- a very nifty intersection of sci-fi and science-fantasy.
...I'm lost for words. Thank you, PK. Yet another high compliment.

On a side note, J and I have a LOT of material leftover. It's probably going to end up on my blog or Patreon at some point.
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Old 12-22-2017, 08:03 PM   #13
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Default Re: Pyramid #3/110: Deep Space

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It's definitely one of the more unique settings that I've seen -- a very nifty intersection of sci-fi and science-fantasy.
Thanks! Very high praise, PK.
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Old 12-22-2017, 08:56 PM   #14
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Default Re: Pyramid #3/110: Deep Space

Some thoughts:

Yikes! The sample spaceships for the "Expanse" setting use awfully expensive fuel. Or is this intended to be one of those settings where antimatter is cheap?

I like the section on "Intrusive Conversations" in "Alien Ways of Thinking", because it makes it practical to have multi-person conversations telepathically without needing expensive enhancements like Broadcast. However, I'm a little fuzzy on whether Channeling (Mind) is supposed to enable this, or whether the "conference room" effect is strictly limited to Jumper (Mind). Which is the intended interpretation?
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Old 12-22-2017, 09:30 PM   #15
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Default Re: Pyramid #3/110: Deep Space

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I like the section on "Intrusive Conversations" in "Alien Ways of Thinking", because it makes it practical to have multi-person conversations telepathically without needing expensive enhancements like Broadcast. However, I'm a little fuzzy on whether Channeling (Mind) is supposed to enable this, or whether the "conference room" effect is strictly limited to Jumper (Mind). Which is the intended interpretation?
Thank you!
I have been wanting to add some of my psychic stuff for awhile and this was a perfect opportunity.
Originally it was going to be for an Alt GURPS issue and I was thrilled Steven let it in a more mainstream issue.

Channeling allows Spirits into your mind in a limited form of Possession (without the Spirit needing that advantage) so this variation of Channeling is targeted to let Telepaths do that rather than Spirits. Those with Astral Form or any form of Telepathy can enter the Channelers mind if they are willing.
The limitation here is your only a receiver so someone else has to initiate it. But it makes it a lot easier for them as they do not need Telesend and Mind Reading.

It is separate from the Jumper (Mind) type of conference room but I would let someone with that power invite a Channeler (Mind) in.

The inspiration for Channeling here is from the reference in GURPS Powers for using variations on Channeling and Medium for things like Cyberspace and Dreams. I have had some fun playing with those variations.

EDIT: Wish I had thought to put Astral Form in there but it would have been too confusing, Is your Astral Form ESP or telepathy based? Magical? Only the telepath version should work here but it gets fuzzy how pscychic powers work in some settings.
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Last edited by Refplace; 12-22-2017 at 09:34 PM.
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Old 12-22-2017, 10:37 PM   #16
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Default Re: Pyramid #3/110: Deep Space

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Originally Posted by Refplace View Post
Thank you!
I have been wanting to add some of my psychic stuff for awhile and this was a perfect opportunity.
Originally it was going to be for an Alt GURPS issue and I was thrilled Steven let it in a more mainstream issue.

Channeling allows Spirits into your mind in a limited form of Possession (without the Spirit needing that advantage) so this variation of Channeling is targeted to let Telepaths do that rather than Spirits. Those with Astral Form or any form of Telepathy can enter the Channelers mind if they are willing.
The limitation here is your only a receiver so someone else has to initiate it. But it makes it a lot easier for them as they do not need Telesend and Mind Reading.

It is separate from the Jumper (Mind) type of conference room but I would let someone with that power invite a Channeler (Mind) in.

The inspiration for Channeling here is from the reference in GURPS Powers for using variations on Channeling and Medium for things like Cyberspace and Dreams. I have had some fun playing with those variations.

EDIT: Wish I had thought to put Astral Form in there but it would have been too confusing, Is your Astral Form ESP or telepathy based? Magical? Only the telepath version should work here but it gets fuzzy how pscychic powers work in some settings.
So if one telepath is inside a channeler's mind, can a second one enter the channeler's mind while the first one is still there? If so, can they talk to each other?
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Old 12-22-2017, 11:28 PM   #17
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Default Re: Pyramid #3/110: Deep Space

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Originally Posted by Michael Thayne View Post
So if one telepath is inside a channeler's mind, can a second one enter the channeler's mind while the first one is still there? If so, can they talk to each other?
Interesting question!
I would say no since I dont think it works for multiple spirits with default Channeling.
However if the one with Channeling has Compartmentalized Mind I would say each instance allows another Spirit or in this case Telepath. I use CM (Controls) for some similar things. For example each instance of CM (Controls) on a computer allows a teleoperator.

If someone wanted the ability you ask about I would allow CM (Dedicated Controls - Communication only) to offer extra seats at the table. But your more likely to have at least one full telepath in that sort of game and that could help.
I also would certainly allow Jumper (Mind) as an Alternative Ability for creating a room in your own mind. I use that for Dreamers in my setting.

EDIT: Personally I view Channeling as CM (Dedicated Controls) with the description a feature fluff of how it works, as opposed to say - car keys.
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My GURPS fan contribution and blog:
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Last edited by Refplace; 12-22-2017 at 11:49 PM.
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Old 12-23-2017, 02:31 PM   #18
David L Pulver
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Default Re: Pyramid #3/110: Deep Space

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Originally Posted by Refplace View Post
Yeah I really did not want to give away some of the punch lines or more amusing backstories. My favorite was the first one, but they were all good.
Thanks! Glad you enjoyed them.
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Old 12-24-2017, 01:16 PM   #19
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Default Re: Pyramid #3/110: Deep Space

But that is why space is the final frontier - without omniscience, you can spend the rest of forever exploring it. :) :p

OTOH, what about time and dimensions?
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Old 12-24-2017, 02:27 PM   #20
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Default Re: Pyramid #3/110: Deep Space

Space is unending as far as we can tell. Frontiers are edges of civilization. But it would be better to say "known space is the final frontier", because that edge changes but at least is always an edge of exploration and study.
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