Seeking advice tl6+1 pulp sci-fi setting – steve jackson games forums gas bloating frequent urination

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I want an inventor who builds a reactionless thruster in his basement, and decides to take a trip to the next planet with it. I want mysterious glowing crystals that generate energy fields with unknown effects, and which interact with the inventor’s gizmos in unpredictable ways. I want a Solar system filled with aliens. I want scientists who honestly don’t know important parts of how the universe works, but want to find out. I want characters who can talk about the virtues of Civilization with as much honest sincerity as those newfangled talking ponies talk about Harmony. I want transistors to be an impossibly-distant future innovation over honest vacuum tubes and valves, far too sensitive to EM fluctuations to be used in any practical device. I want frontiers, which continue to expand outwards as the nearby areas are settled.

… and I want to do it with GURPS. 🙂 I’ve got my 4e books to use as a base, a good pile of 3e tomes for flavouring, and enough of a budget to pick up any relevant Pyramid issues I don’t have. One thing I could use is advice on /which/ Pyramid articles, or GURPS books, or whatnot, could help me organize this big old mess of a vague idea into something actually usable.

For example, I’m thinking of starting simple: a techbase from the real world’s early 20th-century, to which is added something resembling one of GURPS Vehicles’ ‘reactionless thrusters’, and building piecemeal from there. But I’d be happier if I had a larger-scale framework to build into, to avoid tripping myself up with Trek-style McGuffins of the week that have to be forgotten to keep next week’s adventure interesting.

For example, I’m thinking of starting simple: a techbase from the real world’s early 20th-century, to which is added something resembling one of GURPS Vehicles’ ‘reactionless thrusters’, and building piecemeal from there. But I’d be happier if I had a larger-scale framework to build into, to avoid tripping myself up with Trek-style McGuffins of the week that have to be forgotten to keep next week’s adventure interesting.

I think you want to use the Principle of Conservation of Superscience to give you one discovery that results in both power generation and propulsion. If you went for propulsion only you’d have terrible problems with life support on your spaceships i.e. like WWI submarines.

The classic exemplar for this sort of thing is the "X" metal from Doc Smith’s skylark series that he wrote before Lensman. This was a metal found in a meteorite that looked like platinum but acted as a "catalyst" for transformation of matter to energy in easily controlled forms.

Just this might be enough to get you started. Smith’s X also made superpowerful explosives but I don’t think you have to have those. It also made tractor and pressor beams and you might need those. If nothing else you can mount a pressor beam on your ship’s nose and push micro-meteors out of your way.

I want an inventor who builds a reactionless thruster in his basement, and decides to take a trip to the next planet with it. I want mysterious glowing crystals that generate energy fields with unknown effects, and which interact with the inventor’s gizmos in unpredictable ways. I want a Solar system filled with aliens. I want scientists who honestly don’t know important parts of how the universe works, but want to find out. I want characters who can talk about the virtues of Civilization with as much honest sincerity as those newfangled talking ponies talk about Harmony. I want transistors to be an impossibly-distant future innovation over honest vacuum tubes and valves, far too sensitive to EM fluctuations to be used in any practical device. I want frontiers, which continue to expand outwards as the nearby areas are settled.

… and I want to do it with GURPS. 🙂 I’ve got my 4e books to use as a base, a good pile of 3e tomes for flavouring, and enough of a budget to pick up any relevant Pyramid issues I don’t have. One thing I could use is advice on /which/ Pyramid articles, or GURPS books, or whatnot, could help me organize this big old mess of a vague idea into something actually usable.

For example, I’m thinking of starting simple: a techbase from the real world’s early 20th-century, to which is added something resembling one of GURPS Vehicles’ ‘reactionless thrusters’, and building piecemeal from there. But I’d be happier if I had a larger-scale framework to build into, to avoid tripping myself up with Trek-style McGuffins of the week that have to be forgotten to keep next week’s adventure interesting.

For example, I’m thinking of starting simple: a techbase from the real world’s early 20th-century, to which is added something resembling one of GURPS Vehicles’ ‘reactionless thrusters’, and building piecemeal from there. But I’d be happier if I had a larger-scale framework to build into, to avoid tripping myself up with Trek-style McGuffins of the week that have to be forgotten to keep next week’s adventure interesting.

I think you want to use the Principle of Conservation of Superscience to give you one discovery that results in both power generation and propulsion. If you went for propulsion only you’d have terrible problems with life support on your spaceships i.e. like WWI submarines.

The classic exemplar for this sort of thing is the "X" metal from Doc Smith’s skylark series that he wrote before Lensman. This was a metal found in a meteorite that looked like platinum but acted as a "catalyst" for transformation of matter to energy in easily controlled forms.

Just this might be enough to get you started. Smith’s X also made superpowerful explosives but I don’t think you have to have those. It also made tractor and pressor beams and you might need those. If nothing else you can mount a pressor beam on your ship’s nose and push micro-meteors out of your way.