Re: Most plausible Psionic powers?
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Re: Most plausible Psionic powers?
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Re: Most plausible Psionic powers?
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Minuteman provided clarification for what he was looking for in post #19 of this thread, and that was my response to the concept. |
Re: Most plausible Psionic powers?
A TL 13 society is magical technology anyway, so everything is plausible, depending on the superscience allowed.
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Re: Most plausible Psionic powers?
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Re: Most plausible Psionic powers?
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Re: Most plausible Psionic powers?
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I find it interesting that people find astral projection plausible. |
Re: Most plausible Psionic powers?
I don't have a good answer for the OP, but it might be worth thinking about whether 'most plausible' in your campaign is:
violates the fewest physical laws OR damages the underlying assumptions of my game world. It might be that 'plausible' powers undermine a lot of your intended campaign play (say, if you find ESP plausible, but intend on running a mystery campaign), while implausible powers don't do much violence to your setting (letting the guy hit people with TK isn't much more impactful than letting him shoot them). It might be more fruitful to figure out what types of psychic powers you (and your players) want in your game, then work to cloak them in an aura of plausibility. |
Re: Most plausible Psionic powers?
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Re: Most plausible Psionic powers?
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Either way, it seems like the real OP wants technobabble for the veneer of what modern believers would label psychic power. As others suggested, I think it's best to first start at the power wanted then dress it up in suitable techno-attire. |
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