Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
So, planning a sci-fi campaign, basically a Star Trek thing, and I was thinking about the Tech Level. While I do appreciate the simplification of 4e's Tech Level reworking, I feel that ending the rankings at TL12 kinda limits things. Especially when GURPS Ultra-Tech ranks Star Trek as a "Safe-Tech TL12", which implies the Federation is at the limits of its tech evolution, when the setting is full of precursors with "god-like" tech.
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
I don't think 4e ever meant to imply TL 12 was the endpoint, the highest TL one could reach... it was just the furthest out the authors opted to speculate to. If you want something that is one or more TL's more advanced than a TL 12 society, feel free to make up TL 13, 14, 15, 76589, etc.
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
Sigh. Here come the arguments about Star Trek and Tech Level again.
Star Trek Tech Levels are their own thing, not especially relatable in GURPS. Beings like Apollo aren't necessarily more advanced than the Federation; they're just different and mysterious. And vague: we know hardly anything about their kind. There's just no point in looking at a couple of data points and making sweeping generalizations about them. You can arbitrarily decide that the answer is one thing or another, but then there's no point arguing about it on an Internet forum. When playing Star Trek in GURPS, just make a decision about Tech Levels for each piece of technology separately and never mind getting the "canonical" answer, because there isn't one. Just like "converting" D&D adventures to GURPS, the best strategy is to rebuild the details in GURPS terms from scratch, not try to mathematically transfer the text from one system to the other. |
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