11-30-2009, 02:02 PM | #11 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: GURPS Alpha Centauri
It's not just sapient life - apparently, a Flowering more or less kills of all life on Planet besides the fungus, barring some small relic populations that manage to avoid getting eaten. That's why there's no large lifeforms. They simply never have time to evolve between Flowerings.
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12-01-2009, 01:04 AM | #12 | |
Join Date: Nov 2009
Location: Mainz, Germany
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Re: GURPS Alpha Centauri
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Again, my biology skill is not really good enough for all this, so feel free to correct me. :) |
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12-02-2009, 06:27 PM | #13 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: GURPS Alpha Centauri
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I think we have to chalk this up to Planet's active encouragement of symbiosis. Large animals, presumably, are harder to weave into the symbiotic web. Large herbivores would be likely to eat the fungus, and large predators would have to either eat large herbivores, or eat a lot of the little symbiotic animals. So mindworms just ate anything that was getting too big. |
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12-02-2009, 07:29 PM | #14 |
Join Date: Dec 2007
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Re: GURPS Alpha Centauri
I have to dispute Deirdre's estimate. The fact that a few of the boreholes from before the latest Flowering still exist and Planet is still geologically active makes a hundred million years a wild overestimate. Also it's not a coincidence that that there's a flowering just a few hundred years after humanity shows. It's our fault.
Last edited by David Johnston2; 12-02-2009 at 07:37 PM. |
12-03-2009, 12:14 AM | #15 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: GURPS Alpha Centauri
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I don't think the boreholes are good evidence either, since they are apparently using superscience to maintain themselves against geological forces. |
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12-03-2009, 12:39 AM | #16 |
Join Date: Dec 2007
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Re: GURPS Alpha Centauri
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12-03-2009, 06:45 AM | #17 | |||
Join Date: Nov 2009
Location: Mainz, Germany
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Re: GURPS Alpha Centauri
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As for the our fault thing, you're most definitely right; which is why humanity speeded up the process by around a million years in my rough estimate (and let's face it, that's a heck of a lot). But even assuming that humanity's influence was even greater, say 10 million, that would still leave 90 million years of free evolutioneering. At any rate, it's up to the GM to decide the exact age of Planet, the Fungus etc. depending on the flavour of his or her campaign. I think both can be produced quite easily without distorting the actual idea of AC. The point is, I hold in my campaign that something that allowed the evolution of sealurks (which, I believe, are not part of the original Progenitor programming, but more an offshoot of psionic interference by the Fungus) is going to allow for other larger life-forms as well. The question is, what kind of animal lifeforms can be reasonably expected after 100 million years, in a nitrogen-high, carbon-low, oxygen-meagre environment with two suns and massive psionic interference? And that's the part I'm still grumbling about. Last edited by Phoenix42; 12-03-2009 at 07:42 AM. |
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12-03-2009, 02:02 PM | #18 | |
Join Date: Aug 2004
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Re: GURPS Alpha Centauri
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CJ Beiting CJBeiting@aol.com
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CJ Beiting CJBeiting@aol.com |
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12-03-2009, 02:07 PM | #19 |
Join Date: Dec 2007
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Re: GURPS Alpha Centauri
It did. The monoliths are indestructible by anything you do to the geology. You can raise mountains, lower them to to the bottom of the ocean, hit 'em with earthquakes and volcanoes, and they'll still be there. The only thing that can destroy them is using up the power that sustains them.
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12-03-2009, 09:34 PM | #20 | |
Join Date: Nov 2009
Location: Mainz, Germany
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Re: GURPS Alpha Centauri
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Also, the silly boreholes can be destroyed in the game simply by random fungus growth; if that were true they wouldn't have made it 1000 years, let alone a couple of million. And speaking of monoliths, if the game mechanics were perfect, a monolith at -5ft sea level would still provide benefits, which it doesn't (I tried, because it's one of the things the pirates really lack, but sadly, no such thing possible ingame. But don't think that stops me from doing it in the Gurps campaign). I'm not trying to wisecrack, I'm just attempting to illustrate that the game had/has its glitches, and that one can't take the game mechanics themselves as being 100% representative of how AC should be. Indicative= usually, 1:1= not always. At the risk of repeating myself: Though I love a good discussion any time of the day (and this has become increasingly literal considering the time of postings I've had), I was actually looking for animal suggestions. Since my starting date for the group is drawing closer, I would again like to ask anybody who has any ideas (like the goat, which I still really dig) for planetary fauna to post it up. I'm not looking to turn Chiron into Jurassic Park, just a few animals that make the place more interesting, and give the players more options (ever considered taking out the enemy outpost with a stampede?). Pleeease... Last edited by Phoenix42; 12-03-2009 at 10:01 PM. |
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