[gurps] [3e] Gadgeteering complexities

Pauli Hakala Pauli.Hakala at mail.suomi.net
Wed Oct 11 07:14:24 CDT 2006


Brandon Cope wrote:
> A player is designing a gadgeteer for a TL7 campaign. However, I can't
> find any good guidelines or examples of gadgets for each complexity
> level (Simple, Average, Complex, and Amazing). Cliffhangers does have 17
> gadgets, but they are all oriented at a TL6 campaign and 14 are Complex
> and three are Average; there are no examples of Simple or Complex
> gadgets. Anyone know of any sample lists online, or worked out
> guidelines themselves?

I often use the following rule-of-thumb progression;
Simple if a similar concept is already available off-the-shelf,
Average if a similar concept exists at a prototype stage, Complex
if it obviously could be done in a lab and Amazing if it is
clearly above the campaign TL or based purely on a theory.

Another measure of gadget complexity can be the price per unit
- the more costly it is, the more complex it is.. Something like
$1000 or less for Simple, $10K for Average, $100K for Complex and
$1M or over for Amazing..

In the end, it all comes down to the use of GM Fiat, that little
agile car.. ;)


-Pauli
-- 
"..Wings on my back, I got horns on my head. My fangs are sharp
and my eyes are red. Not quite an angel or the one that fell.."
-Lordi, Hard Rock Hallelujah, Eurovision 2006 Winner (292 points)


More information about the GurpsNet-L mailing list