Tech Levels...

A thread of 3 messages, 1 October 1988 to 19 October 1988, in the order they were sent.

#169 Tech Levels...

Does anyone have any ideas for traveller at high Tech Levels
above 16 (in addition to that in Megatraveller....) as well as
explanations and/or descriptions of said items?

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Tim Thomas		[email removed]      	*!psuvax1!gondor!tim

#170 re: Tech Levels

In message #169 Tim Thomas asked if anyone had ideas for hi-tech traveller...

I found a number of interesting things, complete with modifiable descriptions
in FASA's *Space Opera* game.  I say modifiable, because their tech level
system is 0-10, vs our 0-18(or so).  Also, they make some assumptions about
availablility and use (etc) that do not hold for Traveller.

A big thing to look into is how they describe CT (antimatter) driven ships.
Comparing some of the ship design concepts from *Space Opera* with the new
hi-tech drive and power information in the MegaTraveller Referee's book
(I think that's the one) gave me some ides for TL17+ CT-powered jump ships.

Right now I have a lot of characters in my campaign on personal technology
quests.  Most of the players are experienced D&Ders and originally thought
of tech level in much the same way as a better weapon.  Slowly, they are
learning that sometimes better technology is not worth the cost.

The costs are more than just MCr (but is is a good way to keep some of your
wealthier characters a little bit in check).  Often the character's education
is lacking.  So is the character's responsibility.  Consider the CT ship:

	Ferd, a good pilot (ex scout, pilot 3, Nav 2, computer 2, ...)
	stumbles accross a TL18 scout ship, for some reason peculiarly
	abandoned (lots of possibility for trouble here :-).  Ferd takes
	it to a good shipyard and promptly discovers that no one knows
	how to fix it, and no one knows where he can get any help.

	Finally, Ferd's ship is ready for take-off (assuming he/she didn't
	just dump it for some fast MCr).  Mission one is to fine some
	antimatter.

Well, you get the picture.

I enjoy having hi-tech things as well as lo-tech things around.  It gives
the campaign some color.  I'll see if I can find that write-up I did for
force blades, laser swords, and light swords from *Space Opera*.

Have fun.
Richard
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Richard Johnson
FPS Computing, Beaverton Oregon				home:[phone removed]
UUCP:  ...!tektronix!fpssun!spock			work:[phone removed]

#171 re: Tech Levels

Actually, "Space Opera" was published by FGU (Fantasy Games Unlimited)
the publishers of Chivalry and Sorcery, Bushido, and other games.

BTW, Space Opera has one of the MOST tedious character design systems
I've ever seen.  My first character took me 5 hours to complete, and
even after I got used to the system, it still took me 1.5 hours.  And
this is coming from someone who played Chivalry and Sorcery for 6 years
(Another system renowned for its complex character generation system.)
The problem is that each skill is so interdependant with other skills,
that you can't figure out your skill level in one skill, until you
know your skill level in all of your other skills; kind of a catch-22.

Perhaps my dislike for this game was accentuated by the fact that
the group I was playing it with at the time was using it as a means
for extremes of Power Gaming, with Dark Lords.  Basically, everyone
had a Dark Lord, of equal or greater power than Darth Vader.  Very
boring.

Brett Slocum   UUCP: ...[email removed]
               Arpa: [email removed]
"My name is Inigo Montoya. You killed my father. Prepare to die."