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#1 | |
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Join Date: Nov 2006
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There's a line on p27 of GURPS: Psionic Powers that leaves much to extrapolation when applying those rules to a science fiction world...
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I see a lot of GM headaches here and I have a few answers to the concern that I'm considering for my game...
Now, I'm still working on my "solution" but what do people think of it (and the "problem")? |
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#2 | |
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Join Date: Aug 2007
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This is an arbitrary GM decision about the nature of the Astral Plane. It's relatively coherent if go into enough detail and you can always arcanobabble about how Barsoom was actually an Inner Plane and not really the Red Planet. It even works out fairly well. On the other hand, other arrangements are possible. What the Arisians and Eddoreans did in Lensman sure looked like Astral Projection and that worked fine through plain old outer space.
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Fred Brackin |
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#3 | |||
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Join Date: Dec 2007
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[QUOTE=nerdvana;870094]
[LIST=1] Quote:
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Not intended to be official answers. |
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#4 |
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Join Date: Nov 2006
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Fred: yes, it is very similar and the same occult-babble I put in could be applied to Shadowrun's Astral Plane as well.
David: Interesting take. I'd really like to see Rev P Kitty's take on my concerns I brought up also, though I continue to encourage any replies that people have on the matter. |
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#5 |
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Join Date: Dec 2007
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It might work better of course if you assume the issue is one of proximity to a sufficiently strong gravity field.
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#6 |
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Join Date: Dec 2007
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Wait, I got it. Go the Jedi route. The reason why regular astral projection is limited to the atmosphere is because of the life living in and interacting with the atmosphere. So you can project normally in space if it's, like a nebula with space life in it, and you can project in a spaceship because it has life breathing the air.
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#7 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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The "atmosphere" line was actually to avoid the issue of how the Ghost Air enhancement (for Insubstantiality) interacted with the vacuum of space. Fact is, that guideline should certainly be changed to fit the campaign -- for example, I could see a game where psychic astronauts explore astrally because it's safer, while their bodies are fed intravenously.
I don't have plans to lock down the astral plane description any more than it already is -- at least, not in the sense of, "If you use Psionic Powers, this is how the astral plane works and that's that." (Now, specific descriptions of the plane for a given setting are a plus!) Pretty much everything in those two boxes are either (A) intentionally open, to give the GM freedom to define the plane himself, or (B) specific mechanics that do have to exist because that actually is the way we defined astral projection in the book (e.g., using psi across the barrier, astral appearance, etc.). The atmosphere rule is actually one of the exceptions that's neither. FWIW, I'm working on F N O R D right now, and I think this is a good enough point to touch upon. I'll make sure something canonical says that that sentence is totally changeable without breaking anything.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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| Tags |
| astral, psionic powers, q&a, rev. pee kitty |
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