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dataweaver 10-15-2009 02:45 PM

Meridian in 4e
 
I just acquired a copy of All-Star Jam 2004, and was quite pleased with the purchase. In particular, I liked David Pulver's Meridian setting. (For the uninitiated, Meridian is a possible future of the Transhuman Space setting, where the creation of Negative Matter has allowed for sublight warp drives and an interstellar railway system based on beanstalks connecting to wormhole-based stargates.)

What I'm wondering is this: how would you do this in 4e? Changing Times would be a must, obviously (to handle the Transhuman Space derived aspects); but how would you handle the interstellar railroad?

PK 10-15-2009 04:11 PM

Re: Meridian in 4e
 
Nearly the entire article is setting detail and description, none of which needs to be converted.

The racial templates would need to be adjusted to 4e, which is pretty simple with a copy of Update in one hand and Changing Times in the other.

As for the trains themselves, ignore everything except for the Statistics and Performance stats. Those have everything you need to know for 4e vehicle performance except Hnd/SR -- for a train, I'd say use -3/5 for mag-lev trains (I use -4/6 for normal trains, for comparison).

The spacecraft can be converted to vehicle stats as for the trains, or you could rebuild them using Spaceships rules. Or just buy Spaceships 5, which is packed full of premade colony ships and scout ships.

Stripe 10-16-2009 02:54 AM

Re: Meridian in 4e
 
Did David Pulver do G3e: Robots? If so, he's my favorite SJG author. I'd like o check out that setting sometime...

nerdvana 10-16-2009 05:37 AM

Re: Meridian in 4e
 
Quote:

Originally Posted by Stripe (Post 868066)
Did David Pulver do G3e: Robots? If so, he's my favorite SJG author. I'd like o check out that setting sometime...

Yes. And his Wikipedia article is fairly accurate (if not completely, I'm not certain on that level).


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