05-21-2012, 12:17 AM | #1 |
Join Date: May 2012
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Spell Jammer
I'm new to GURPS and I would like to do something with the same basic Spelljammer/Star Ocean sci-fi/fantasy thing. Does it already have a setting like this?Are there any books in particular that might be helpful or can I do them with the basic set, I'm planning on using 4th edition if thats helpful.
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05-21-2012, 12:19 AM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Spell Jammer
GURPS Spaceships 7: Divergent and Paranormal Tech basically has Spelljammers with the serial numbers filed off.
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05-21-2012, 12:29 AM | #3 |
Join Date: May 2012
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Re: Spell Jammer
lol right on, im leaning towards star ocean with the interplanetary travel more of a backdrop then a central theme so the ships themselves arent too too importantyet, I don't think . but will aliens and force swords clash with magic and dragons too much rules-wise?
Last edited by Ophymirage; 05-21-2012 at 12:32 AM. |
05-21-2012, 01:07 AM | #4 | |
Join Date: Mar 2010
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Re: Spell Jammer
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05-21-2012, 01:16 AM | #5 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Spell Jammer
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05-21-2012, 05:47 AM | #6 |
Join Date: Sep 2004
Location: Lancashire, UK
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Re: Spell Jammer
I agree that GURPS can absolutely handle a mixture between sci-fi and fantasy. The challenge is making all the different parts still relevant.
I seem to recall that dragon breath (in the 3e Bestiary) did a maximum of 3d6 damage, where as an Ultra-Tech weapon is likely to do upwards of 7d6 and there are (sealed) armours available which also operate at similarly high levels. This means that things which should be dangerous, like dragons, become inconsequential if you're not careful. My instant tip on how to make this work together is to use gadget rules for all equipment, and probably 'magic as powers' too, to keep them on a level playing fields. This does increase the workload on the GM, unfortunately, to stat up weapons and equipment for the game which the PCs may wish to use. Hopefully someone will come along with a simpler solution to the challenge. Last edited by dbm; 05-21-2012 at 05:48 AM. Reason: For clarity |
05-21-2012, 06:30 AM | #7 |
Join Date: Jul 2007
Location: West Virginia
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Re: Spell Jammer
One thing to remember is that with higher tech the monsters either get a boss or alot sneakier. Or dead.
Get yourself a good Blofeld. Rewatch old Doctor Who episodes. Take dragons, shapeshifting dragons could take notes from the Rutans and the Zygons. Sneak around in disguise until you can catch the heros by surprise. Similarly, the dragon as rightful lord or living god, gives a monster some troops and legal protections.
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Per Ardua Per Astra! Ancora Imparo Last edited by Astromancer; 05-21-2012 at 06:39 AM. |
05-21-2012, 09:12 AM | #8 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Spell Jammer
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05-23-2012, 10:50 AM | #9 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: Spell Jammer
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There is no particular reason why you can't make a good go of things with just the Basic Set but if you don't mind shelling out more Fantasy, Space and Low Tech may also give you a bit more depth although none of them deals specificaly with the subject. Last edited by Frost; 05-23-2012 at 10:55 AM. |
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05-23-2012, 11:39 AM | #10 | |
Join Date: Dec 2007
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Re: Spell Jammer
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space ships, spelljammer |
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