Placing Gamba in Time and Space
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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