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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Roleplaying campaigns require settings – and with few exceptions, settings need details to be interesting. "The story of the people with no background in the land with no place names" is rarely very exciting or memorable! Creating and elaborating on a world is a lot of work, however – especially when it's a literal world hanging in space, around its own distant star, to be reached using speculative technologies. You really can't assume anything in that case, which can mean a lot of long nights (and caffeine) for the GM.From our sunny home Fortunately, GURPS has always been good about providing resources to help out. GURPS Space offers systems for working out the details of faraway star systems and planets, and of alien races and their civilizations. If you go further back, you'll find the whole GURPS Space Atlas series. And now there's Pyramid #3/79: Space Atlas:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#2 |
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Join Date: Nov 2008
Location: Yukon, OK
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Yay for Halfway to Anywhere making it in here!
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#3 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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After Warden raised that discussion about orbital mechanics, I realized how little I actually knew, and I became curious about it, for a low-key "scavengers of the Solar System" idea that's bouncing around in my head, and, tada, I now have an article about it! Hooray!
That's a lot of reading to do.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#4 | |
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Join Date: Aug 2004
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Quote:
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#5 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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You joke, but this isn't the first time I thought "You know, I really need X for my game..." only to have Pyramid publish that exact article, though usually it's Douglas Cole who writes those articles.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#6 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Is my brain playing tricks on me or is the Eidetic Memory column by David missing?
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My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
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#7 |
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Join Date: Aug 2004
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Great title! I heard of it when reading an article by Isaac Asimov about a discussion he had had with Robert Heinlein, discussing Heinlein's then-upcoming story “the Man Who Sold the Moon” (a story about the challenges to be faced in reaching the moon), and a difficulty an earlier story he had written was causing him: in that earlier story, he had established the ability to achieve Earth orbit with little trouble; Asimov said something like “Oh, I see; once you're in Earth Orbit, you're halfway to the moon”, and Heinlein responded “no; once you're in Earth Orbit, you're halfway to anywhere!”
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#8 |
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Join Date: Aug 2008
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~puts his shovel away~
Just thought I'd try to breathe a touch of life back into this again. I have recently launched my first rocket (IRL) and thought I'd share the results, so people might learn from my own experience. Despite a rather tumultuous design and fabrication experience, we did lift off on time and achieve roughly average apogee despite it being generally about 10% lower than the ideal predicted height. We are chalking this up to a mix of random variables (it was windy and we had to launch at an angle into the wind so we had a chance of recovering our rocket, plus random added weight in the form of unexpected tape, glue, paint, fillets, etc.; plus just the randomness inherent to models vs. reality.) So, if you are using Halfway to Anywhere, I'd suggest that it is a best case scenario, and GMs who want things to go wrong (or players who want to design for the unexpected) should consider a 10% difference in performance from the calculations - and not in your favor. All of that said, the GM should never be afraid to fudge in the favor of plot. After all, Armageddon wouldn't have been a very enjoyable movie if Bruce Willis et al died on launch.... A full review of the design, launch, and results experience will be posted on my blog this week. See my signature for details.
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. Last edited by Humabout; 04-11-2016 at 01:06 AM. |
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#9 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#10 | |
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Join Date: Aug 2008
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I think if I were requiring Navigation rolls for plotting orbital transfers, I'd make a failure result in using up 10% more fuel or using up all remaining fuel, whichever is less dire. Frex, if you botch a Nav roll to get to Mars, at the least, you'll get to Mars, but you might not have fuel to get back to Earth, which provides an adventure hook. If you aim for the moon, with dV to spare, you might lose profits because you burn extra fuel on a failure. Regardless, on a crit fail, you should probably be in deep trouble, as determined by the GM (start making Mechanic or Engineering rolls to pull an Apolo 13 out of your butt). But again, this is really up to the GM. Halfway is meant as a guideline for GMs so they have bounds one what to expect of PCs' spaceships.
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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