Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 08-31-2021, 03:41 PM   #38
Agemegos
 
Agemegos's Avatar
 
Join Date: May 2005
Location: Oz
Default Re: [Spaceships] getting into orbit without superscience?

Quote:
Originally Posted by ericbsmith View Post
.

Beanstalks or the use of orbital transfer stations also reduces the ability of PCs to have planetside adventures, which is a primary trope of the sci-fi genre.
If the PCs are the crew of a commercial spaceship, that is. But PCs in a sci-fi game no more need to be the crew of a tramp starship than PCs in a modern game need to be commercial aircrew. I’ve been running campaigns of planetside adventures, in a setting where starships unload their passengers and cargo to orbital ports and elevator facilities, for thirty-four years with no trouble. My trick has been to specify PCs who have a job to do on planets rather than a job to do in space, and not burden them with their own spacecraft.

Besides, superscience is another a primary trope of the sci-fi adventure genre. Few of us are ever going to run a sci-fi campaign of planetary adventure without interstellar travel, and once you’ve swallowed that camel, why balk at the gnat of ground-to-orbit lighters with fusion-powered steam rockets?
__________________

Decay is inherent in all composite things.
Nod head. Get treat.

Last edited by Agemegos; 08-31-2021 at 04:02 PM.
Agemegos is offline   Reply With Quote
 

Tags
spaceships


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:48 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.