dafrca said:
Anyway, bottom line is, I was not thinking the extreem edges of Fantasy when I used the word “Magic” so much as realizing there is a point where I can not explain, nor do I need to, 100% of where my extrapolation might take me. Thus sometimes, for the sake of the game/story/setting I just accept some things are possible.
Daniel
Stuff that isn't reasonable given current physics:
• Lasers hitting for significant* damage at ranges of over a light-second.
• Man-portable fusion guns**
• gravity manipulation***
These three provide a huge lump of "fantasy" to traveller. The lasers were given ranges well before the move to science-based limits in SFRPG's. The Fusion Guns are a logical extrapolation for big guns, but I'm not trusting my testes to be under a meter from a fusion reaction with almost no shielding. Gravity Manipulation is essential to a shirt-sleeve environment for civilian traffic, and to cheapening travel to space sufficiently to make space commerce worthwhile.
Likewise, however, are the "The theories say it's possible, but we have no way of testing those particular theories now"...
• Alcubierre's Warp Drive theory.
• Hyperspace ties to string theory.
And then, there is the "Not thought through enough" issues...
• Like gravitic drives being able to violate thermodynamics and relativity, and the resultant ability to actually carry enough fuel to accelerate to 0.99C. (355 days at 1G, ignoring dilation.)
• MWM & DGP's jump grids, and them not being added to the damage tables.
• The lack of difference in medium between fighters and ships, which should render fighters roughly irrelevant, save for surface area.
And then, there is the stuff that makes science such a dirty word in running traveller:
• Heat loss. Or more correctly, the fact that by thermodynamic laws & theories, Ships should be mostly radiator given the energies involved in their operations.
• Surface Area. Which becomes a precious commodity given the issue of heat loss, because, when you account for radiators, you have to also add surface area as a design stage...
• playability. FF&S was, for most, beyond the line of playability. The resultant designs were beyond the line only for a small few, but getting the designs was a tedious and onerous task. GURPS Vehicles runs hard on the same line. So does CORPS VDS. Realism and Playability do butt heads in design sequences.**** And, as with T4, the frequent attempts to streamline a detailed system either reduce the realism or result in significantly substandard designs. †
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*sufficient to result in cessation of some function
** more due to radiation issues
*** Gravity manipulation is also a standard trope of science fiction, despite there being no viable theoretical basis for it. Yet.
**** As a general rule, the problems with all the design systems is the levels of detail being high, and having used all the systems mentioned, the issue compounds as all three do motorcycles to SDF1 sized craft in one design system.
† Design a civilian TL9 J1, 1G, 3x Comp 1 freighter under SSDS, QSDS, and FF&S2, and you get three different sized holds. Mostly due to rounding issues.