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

Reply
 
Thread Tools Display Modes
Old 11-04-2019, 09:21 AM   #31
Whitewings
 
Join Date: Jul 2005
Default Re: Magic and Hard SF

Quote:
Originally Posted by Flyndaran View Post
And some kind of limited energy or Fatigue that dwindles over time. That would give a pseudo-scientific feel while also keeping them from hanging around too long.
Oh wait, the Draining disadvantage, but no advantage to repair itself could work.
I think the Draining disadvantage is the best option; such a complex construction should be unstable, though it will be years or decades before anyone learns how to create such things. Ki manipulation theory (Thaumatology) is still very much in its infancy.

Last edited by Whitewings; 11-04-2019 at 09:24 AM.
Whitewings is offline   Reply With Quote
Old 11-04-2019, 01:29 PM   #32
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Magic and Hard SF

Quote:
Originally Posted by ravenfish View Post
I've always wanted to write a fantasy novel about the people who, in the local equivalent of the seventeenth and eighteenth centuries, are working out the laws of magic in the same way the laws of nature were worked out in our world.
Already been done, by Randall Garrett. Look up the Lord Darcy series.
__________________
Bill Stoddard

I don't think we're in Oz any more.
whswhs is offline   Reply With Quote
Reply

Tags
magic, rules modification, science fiction, setting building

Thread Tools
Display Modes

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 01:10 PM.


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