Placing Gamba in Time and Space

By [unnamed sender] ·

TML message #4749From bundle 402Read the whole thread (2 messages)All messages with this subject

Replies:
About setting Gamba back in time...

I like it!  I like it!  LIMIT that Tech Level!
This hits on one of my favorite managerial bits in Trav.
Almost all the Reffing I have done is in a sector of my
design:  Iakr (Foreven to you Imps...)  The one adjacent
to The Spinward Marches.

One of the first assumptions I made was that the tech
level was a lot lower than the Imperium.  There is ONE
high tech planet in the whole sector and that is way
up there at TL 14 (Ooooo!)  There are No TL 13 planets,
and the military superpowers are equiped at TL 12 (Wow!)
Sure there were some high tech imports, (The League of
Suns has cast off TL 13 equipment from the Imperium)
But it is all very rare, and only front line military
has it.

But, there is still some ultra-deadly junk out there to
make even TL 15 players worry.  I once had a fun dogfight
between a crippled cargo ship and a flight of TL6 Mitchell
B-25H's equipped with 80mm cannons.  (Not to mention a few
kamikaze P-51 Mustangs...)

But, the point I'm kinda making is that even limiting the
tech level pretty severely, you still get some ultra
deadly weaponry.  Anyone who thinks TL 8 is passe' oughtta
look at the CNN War.

And if you check the archives you'll find that there are
designs out there for battle dress starting at TL9.  (My work)

The basic assumption was trying to work up an armored
version of the cargo loaders in 'Aliens'.  They are
big, clunky, and clumsy but they pack a lot of firepower.
The Tilly in the 4.5th Frontier War is an TL 14 example of
the idea.  The interesting thing is that they work out to
be CHEAPER than the ordinary battle dress, while they have
something like a strength of 150 or so and more firepower
to boot (integral RAM GL).

So, TL 13 and below won't SOLVE the problem of having too
much firepower around, but it will keep things out of the
clouds.

About the placement of Gamba.
Here is an off the wall idea fer ya'll.  We have seen all
kinds of adventures involving Nearly all the major races.
The Zho's have been done to death.  The Vargr also.  The
Solomani and Aslan are up in in the top.  Droyne & Hivers:
Neglected but there.  Why?  The above listed are the easiest
to deal with.  The Droyne are easier than the Hivers.  The
Hiver's are IMO only workable as NPCs.

The K'Kree are the most neglected of all.  Why?  They are
just too damn wierd to try and work with, and just about
impossible to roleplay properly.  They MIGHT work as NPCs,
but not without effort.

The only bit on the K'Kree I ever saw that was good was a
short story in Challenge (?) K'Kree Passage.

So, in an effort to try to use an underused race, (and a
chance to dust off Alien Module 2 and justify the $10...)
I think it would be neat to have Gamba up along the
border near the Two Thousand Worlds.  We don't have to
have a LOT of K'Kree traffic, there.  It's still pretty
far from the TwoK Worlds, but if it were along the
traffic route we could justify K'Kree ships passing through.

2G Scott