05-28-2019, 12:56 PM | #21 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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My recommendation: since Prime Directive probably won't satisfy you, go with the generic books. Don't try to assimilate everything at once. Focus on the basics: maybe the stats for phasers, tricorders, and communicators, and just start playing. You can wing ship operations and combat with appropriate skills and your knowledge of the shows. As you play, decide what areas you'd like to expand and read just those rules, then apply them as you'd like. Avoid trying to get everything perfect or fully detailed before you start. You'll never get started that way. It doesn't have to be perfect; it just has to be good enough until you have time to get better. |
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05-28-2019, 04:07 PM | #22 | |
Join Date: Dec 2012
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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05-28-2019, 06:44 PM | #23 | |
Join Date: Aug 2007
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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He also tends to ignore the effect of TL on Starting Wealth. It can be argued that ST tends to ahve a very high TL because they build their "warships" like cruise liners. Eventually (TNG) they appear to have so much money they start pretending that it doesn't exist. Yes we've been round and round about this more than once.
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Fred Brackin |
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05-28-2019, 08:27 PM | #24 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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For example, a Newcomen and Watt Steam engine are both TL5 but they are different enough that one incurs a penalty (perhaps -5 or even higher) in operation and repair going from one to the other. Another example is a Model T vs a Chevrolet Series AD Universal. Both of them are TL6 automobiles but very different in a host of operation, maintenance, and repair that IMHO a -3 to skill between the two of them would be reasonable and that might be lowballing the penalties. Heck, I had similar problem as my drivers ed course at school taught us in a compact car and I had to basically relearn everything to handle my father's 1970 Chevy because it was so huge and handled way differently from the car I was taught in. Computer Programing is an excellent example of a skill that has familiarly penalties. Knowing C is going to help a little in learning Pascal but until you get used to it you will not be using or understanding it as well as you did C. In short Scotty has problems not because the TL had improved but the way the technology worked had changed ie refinement. Last edited by maximara; 05-28-2019 at 09:27 PM. |
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05-28-2019, 08:53 PM | #25 | ||||
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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"By definition, it is impossible to set a firm TL for superscience -– we might discover faster-than-light travel tomorrow, a thousand years from now, or never.. Equipment TLs are TLs are arbitrary. To reflect this, the rules give the TL of superscience developments as “^” instead of a number." (Basic Set 513-4) Heck, this is supported by the fact that broadcast power has two radically different numbered TLs connected with the superscience. Gernsback has it as TL6^ while GURPS UltraTech gives it as TL10^. Biotech did superscience right by not connecting a number to the superscience but Ultra=tech dropped the ball. Quote:
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Last edited by maximara; 05-28-2019 at 09:30 PM. |
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05-28-2019, 09:26 PM | #26 | |
Join Date: Sep 2007
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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Trek is just simply inconsistent with its handling of trade, money, and a post-scarcity economy with replicators. There's really no thoroughly logical and consistent way to explain it. So pick something for your version of the setting and stick with that. Don't worry if it conflicts with this episode or that quote, because any system will conflict except for the system "make up whatever you need for each episode". Last edited by Anaraxes; 05-28-2019 at 09:46 PM. |
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05-28-2019, 09:31 PM | #27 | |
Join Date: Dec 2007
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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Here's the thing. The GM can introduce a given super science at any tech level. But that doesn't mean it doesn't have a tech level associated with it in the context of the setting. Last edited by David Johnston2; 05-28-2019 at 09:35 PM. |
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05-28-2019, 11:11 PM | #28 |
Join Date: Dec 2018
Location: Hirakata, Osaka, Japan
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
Yeah, the more I look at the GPD book, the more it wins me over. The phasers are not such a big deal. Raising the point buy-in isn't either.
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05-28-2019, 11:28 PM | #29 |
Join Date: Dec 2007
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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05-29-2019, 12:24 AM | #30 | |||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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Here's what Bio-Tech says about Forced-Growth Tanks (BT21) as an example: Quote:
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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prime directive, star trek |
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