Re: Re: Re: [gurps] [VEHICLE] of the week 632 - Archvillain's Yacht (1920s Version)
Gabe Johanns
gjohanns at hotmail.com
Tue Dec 12 13:43:46 CST 2006
>> > I'm not sure that a 120 foot heavy boot could be made to do 30 knots
>> > using 20's technology.
>>
>> Well, it is for the archvillain in a 20s-era cliffhangers game. So
>> it should push the envelope, just as James Bond's toys are just a
>> little ahead of today. The boat is still firmly TL6, but cinematic.
>
> Oh sure. I'm not terribly concerned about reality when I game. I
> mean, what's the fun in that? If I want my villian to have a 30 knot
> yacht, he's got one. (Well, if he were in 1800, he wouldn't, but you
> know what I mean.) I point things out about your VOTW because there
> are people who do care, and because the vehicles rules aren't
> completely accurate.
In Onno defense, I don't see what you would like him to do. These are the
rules as specified by SJGames. The best way for Onno to create a VotW is to
follow these prescribed rules. To deviate from them would make them unusable
to a larger group of players then to use the (implausible as they may be)
rules as written.
If you don't believe that this boot could achieve 30 knots that is up to you
in your game. House Rule it to 3 knots, or whatever speed you find
appropriate. However, I take offence that you would like to push your house
rules into my campaign. Or, worse yet, try and force Onno (who is doing this
on his own free time) to create a separate version of every vehicle that
will comply with every documented and/or undocumented house rule in every
campaign ever made.
Restating: I think Onno has it correct. Post the vehicle using the rules as
written by SJGames. Any post-production house rules may be added after
posting. Anyone that wishes to use that vehicle within their own game can
*and should* alter the detailed write-up that is posted to the mailing list
and the web as they see fit.
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