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]