|
|
|
|
|
#1 |
|
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Absolutely. Jim's fans talked to him about the medical twists in the plots, not the ships or logistics. Also, it seems unlikely that all the cultures in the galaxy use the same ship technology.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 04-21-2022 at 01:38 AM. Reason: Spelling |
|
|
|
|
|
#2 |
|
Join Date: Feb 2005
Location: Panama
|
The best solution is to decide by fiat what ships can do, use the lore you have to determine how they work and how they perform and that's it.
Even if players end using those ships in ways the original author never intended you just make it up as you go, as long as you stay consistent withing the parameters you defined that emulate the original setting you will be great. The spaceships book is great if you are using it to create new things or adapt easily adaptable setting, when things start to feel very different to the GURPS systems, specially if these things (spaceships) are not the main focus of the game/campaign, you will be better not using strict Spaceship construction. Use the rules and things that make sense and discard the rest. |
|
|
|
![]() |
| Tags |
| spaceships, ultra-tech |
|
|