10-18-2017, 10:29 AM | #41 | |
Join Date: Aug 2007
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Re: Yrth In Spaaacccceee!
Quote:
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Fred Brackin |
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10-18-2017, 10:44 AM | #42 |
Join Date: Aug 2004
Location: traveller
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Re: Yrth In Spaaacccceee!
Sure, I have those, too. I distinguish between ships (deep space only), boats (surface to space, powered lift only), and planes (surface to space with aerodynamic assist). Horizontal water landings let planes get away with smaller drives, which balances their cost against boats.
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10-18-2017, 04:25 PM | #43 |
Join Date: Jul 2005
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Re: Yrth In Spaaacccceee!
And I would not disparage that but if I were creating a game to give maximum buy-in I'd want people to be able to pick up on cultures easily, with a clear short-hand description that works.
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
01-17-2018, 03:58 PM | #44 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Yrth In Spaaacccceee!
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There aee three short stories set in similar but different parallel universes and in the third the travelers use the skip drive to cross from one Earth to another as the one they initially arrived at will not let them land. Back to the Yrth In Spaaacccceee! idea. Remember that the reality your setting in can be on par with TL10 but not really TL10. Azoth-7 with its TL(4+2) some TL4^ space and weapons comes to mind. One could mix the AD&D world of Starjammer and the idea of hyperdrive seen in Star Wars or Farscape. This would allow the interstellar travel seen in Starjammer while keeping the TL in the TL3^ to TL5^ range. Last edited by maximara; 01-17-2018 at 05:31 PM. |
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01-18-2018, 02:13 PM | #45 |
Join Date: Feb 2016
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Re: Yrth In Spaaacccceee!
The real question becomes the rate of technological change. If the mages of Yrth possess a way to destroy explosives like gunpowder, the nations of Yrth are not going to develop solid chemical rockets (liquid chemical rockets are another story). It is not that hard to imagine an Ignite Explosive spell that is an Area spell of the Fire College that costs 1/10 FP (allowing a mage to spend 10 FP to ignite every explosive within 100 yards of the mage).
If the mages of Yrth possess an Ignite Explosive spell, then you have a divergent technology that breaks off at TL3. Using magic as the basis of technology, you could have a TL(3+7)^ civilization develop on Yrth. Of course, they would have to avoid spells of mass destruction that would knock them down to TL0. |
01-18-2018, 08:43 PM | #46 | |
Join Date: Aug 2007
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Re: Yrth In Spaaacccceee!
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However that sell has a cost of 5 per hex or radius so is 50x as hard as your imagination would like. If this leads to a question of "Why are the many cool spells from Technomancer not in Magic 4e?" I don't know.
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Fred Brackin |
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01-19-2018, 02:42 PM | #47 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Yrth In Spaaacccceee!
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Last edited by maximara; 01-19-2018 at 02:58 PM. |
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01-19-2018, 08:35 PM | #48 | |
Join Date: Aug 2007
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Re: Yrth In Spaaacccceee!
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Second, Draw Power isn't "nuts" in low TL worlds it's useless. No MW power sources to draw from.
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Fred Brackin |
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01-19-2018, 08:44 PM | #49 |
Join Date: Aug 2004
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Re: Yrth In Spaaacccceee!
Yeah; no waterfalls anywhere. (There was a Pyramid article way back when it was a physical magazine discussing how Draw Power could be used in a Low-Tech setting; drawing power from waterfalls was one of the suggestions.)
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01-19-2018, 09:07 PM | #50 |
Join Date: Aug 2007
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Re: Yrth In Spaaacccceee!
Not legal in 4e. You need a MW capable turbine under that waterfall.
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Fred Brackin |
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