[gurps] How I use Vehicles, was: votw 632
Onno Meyer
Onno.Meyer at gmx.de
Fri Dec 15 03:15:37 CST 2006
> 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.
Well, yes and no.
* When I write Vehicles, I ignore any optional rules which do not fit
into the genre. By the same token, I don't always push the rules to
the limit. YES, the rules allow a 300-mph, cannon-armed, all-metal,
monoplane fighter in 1915 (3E early TL6). NO, it is not terribly
realistic.
The yacht would have been a perfectly legal vehicle under the rules
if I had taken worse hydrodynamics and less horsepower to bring the
speed down a bit. Had it been a yacht for a historical game, that is
what I SHOULD have done!
* The name of the ship and the intro made it clear that it was for a
cinematic cliffhangers game. Indiana Jones stuff. Getting the look
and feel right matters just as much as physics, and I believe that
a speed better than most period warships was essential to the look
and feel - it wouldn't do to have the Evil Overlord caught by any
random patrol boat.
* This was all made moot because I did not recall the physical limits
when I wrote the yacht, and thereby I sinned against the first half
of one of the key rules for good SF writers - "know which natural
law you're breaking and do it only for a reason".
Summarized, I believe that the speed was right for the yacht, but I
should have said why it wasn't right for the real world ... and the
reminder was entirely appropriate.
Regards,
Onno
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