Once we know what our baseline technology is, we
can further tailor our gadgets to our setting. GURPS Ultra-Tech
offers us only the most generic material. It will offer you a grav
car, but not a grav ferrari or grav pinto; it’ll offer a heavy
blaster and a light blaster, but not a Deagle Blaster or a 38 Special
blaster. If we want more detail than “car” and “gun,”
we’ll have to make it ourselves.
This step is not strictly necessary. In some
cases, baseline technology is enough. Consider, for example, a high
school drama set in the future: generic technology would be
sufficient for capturing the futuristic feel of the game, and you
could even inject some Miracle-Tech to force your high school
students to wrestle with their changing world. They live in a world
where “gun” and “car” is good enough.
But we’ll often find ourselves in a
situation where we want more nuance to our technology. This may be
because the technology in GURPS ultra-tech doesn’t quite offer
what we want. A common example of this might be a desire for a
specific model of robot that doesn’t exist in the book. More
commonly, we’re fine with the technological principles as
outlined in GURPS Ultra-Tech but we want to offer more variety,
especially when it comes to our core activity. For example if our
game is about space soldiers killing aliens, we might want to offer
players numerous guns to choose from and we might want to make the
various aliens they fight feel distinct and original.
Supporting your Core Activity
In step one, you determined your core activity.
The most common reason to expand your technological options is to
support your core activity. For example, if your game is about
seeking out new life and new civilizations and then killing them,
you’ll want a variety of weapons and armor to choose from, both
to handle the different aliens the players might face, and to support
different strategies the characters might employ (for example, a
“heavy assault” soldier will expect to have different
options than a “stealth commando” soldier). Similarly,
if we’re focused on hacking, we might expect to face numerous
different forms of computer security, and we’ll need different
means of getting around those security methods.
The technology we choose must support our
preferred core activity, and while Ultra-Tech might do that “out
of the box” (it certainly does with weaponry and armor: see
Typical Weapons by TL, page UT 148 and Typical Armor by TL, page UT
186), it often doesn’t, and we’ll need to give our
players additional things to choose from.
Building a Mechanical Framework
Without diving too deeply into how to build
gameplay (a post, or even a series, for another day), when you expand
your core activity, you do so by trying to draw attention to certain
mechanics by setting up scenarios around them, and thereafter
encouraging your players to explore those mechanics in a variety of
ways. What we need then is to define what challenges the players will
face, what alternate strategies the players can use to get around
those, and we'll want to "balance" those strategies so that
each strategy is potentially interesting, instead of one exceeding
all others.
Combat is typically the most intuitive framework
for players to understand and a good example to start with.
Ultra-Tech already does a lot of the heavy lifting here for you.
Most combat technology within a particular tech level is "balanced"
with itself and offers a variety of weapons and armor to choose from,
allowing you to create interesting combat diversity "out of the
box” (as noted above). In principle, Ultra-Tech tends to
balance its weapons and armor around an ever-increasing armor
divisor: TL 9 is consistent with most weapons having access to an
armor divisor of 2, TL 10 around an armor divisor of 3, TL 11 around
an armor divisor of 5, and TL 12 around an armor divisor of 10 (later
improvements break this, immediately leaping into making all armor
useless; you might instead use Armor Divisor 20, 30, 50 and then 100,
if you wanted to continue the same sequence).
We can also see some interesting balance options
in place around combat. For example, GURPS Ultra-Tech includes
multiple forms of damage. At TL 10, one can access gauss weapons,
which have an impressive armor divisor of 3 and deal piercing damage,
while lasers are less impressive with armor divisor 2 on their
burning damage, and one can load HEMP into relatively small weapons,
improve your armor divisor to 10 using an explosive shell.
Obviously, the last is the best against well armored targets, while
lasers are laughably weak (though lasers have other benefits), but
different forms of armor offer different protections. One can add
reactive armor to almost anything, which greatly reduces the
effectiveness of HEMP rounds; nanoweave armor has improved DR vs
piercing attacks, reducing the damage of gauss, while reflective
armor reduces the damage of lasers. We can shape the gameplay of the
setting by making certain weapons fairly common and commonly defended
against while making others more exotic or removing their counters
entirely: for example, if everyone uses bullets and explosives, then
nanoweave and reactive armor will be common, while if reflective
armor is disallowed, then lasers might be especially devastating on
the battlefield. One can perform similar tricks at higher TLs by
defining how force screens work, what they defend against, etc.
We can also add accessories to our combat
"mini-game." For example, personal radar adds a +3 to hit
your target, and if you have decent sensors you can easily pick your
target out, and with sufficient firepower, destroy them. "If I
can see them, they are dead" might be a tactical maxim... but
what if you cannot see them? Stealth options like invisibility
surfaces, radar stealth and IR cloaking might make you especially
difficult to detect, and distortion ECM allows you to spoof your
enemy. However, using radar to detect your opponent might give away
your position, which means that commando-type characters might engage
in a game of electronic cat and mouse, while hulking "tank"-type
characters can largely afford to ignore the whole mess if they have
sufficient armor to soak the alpha strike of a commando and return
fire, giving you a mess of interesting possible tactical options,
both within combat, and outside of it.
But what about non-combat arenas? What about
focusing our game on computer hacking, viral warfare, the solving of
cosmic mysteries, or protecting people from psychic incursions by an
elder race. In principle, you apply the same ideas. While I
personally recoil from the idea of “social combat,”
thinking of various fields as “forms of combat” is a good
first step as you can begin by translating familiar mechanical
frameworks into a new framework. Unfortunately, these sorts of
things often don’t translate well as combat and need an
alternative approach. Pyramid
#3/21 has an extensive article on hacking, and GURPS Mysteries
contains plenty of ideas on how to tackle mysteries of various sorts
(though with a focus on murder mysteries); GURPS Monster Hunters also
has an interesting research/investigation framework; After the End
looks at survival and repair in great detail; Social Engineering
gives you the tools you need for social “combat.” Beyond
these, you’ll have to do your own homework and find inspiration
where you can.
Ultra-Tech has less support for non-combat arenas
of interesting mechanics than it does for combat (though it has
pretty good support for survival and spycraft). Ultimately, to
provide an interesting array of gadgets for a non-combat arena, we'll
need to modify existing gadgets, or create our own, and we'll need to
do it in such a way that we support an interesting diversity of
strategies.
I find a lot of people struggle when it comes to
an interesting diversity of strategies. An easy way to think of it
is to contemplate various “character classes,” each
representing a different approach to the core activity (these can be
metaphorical: you don’t need to create specific templates,
though people often do). This, like most of the best things in
gaming, can be fractal and often are, so within a “class”
you might have a variety of tactics, and within those “sub-classes”
you might have a variety of tactics and so on. You can go as deep as
you like, though I find many games get by fine with a single layer
and few go deeper than 3 layers. You can add further complexity by
adding new “modes,” which allows a character to approach
a given strategy with different concerns, resources and themes, not
so much altering his approach to a given tactic, but how he enacts
that tactic.
As a start, let me propose a simple “sample”
framework of 3 and then a “sample” framework of 5.
Once you choose a rough strategy framework, sketch
out how it might look, how players will interface with it, and how
they'll encounter choices and how those choices will be presented to
them. I try to picture myself playing the game and ask myself why I
would choose a particular path, or how I would deal with a particular
problem. Try to avoid the trap of making "right or wrong"
choices, or situations where if a player chooses a particular path,
he finds himself facing insurmountable or excessively easy problems.
Ideally, a players strategy should represent a mode of play, which
each choice changing how the player interacts with the game.
The Dungeon Crawling Framework
If you play any sort of dungeon crawling game,
either tabletop or computer, then you'll readily recognize three
archetypal strategies that come up over and over again, remixed in
various forms: the Fighter, the Thief and the Mage. If you imagine
those archetypal concepts
converting into other genres, it might be easy to see what sort of
gear such a character might choose and how they might try to use that
gear, and then build your gear accordingly.
The Fighter Strategy: At its core, the
fighter strategy is any one that focuses on what is obviously useful,
and maxes it out at the expense of everything else. In combat, this
might be damage and armor, while in a hacking game, this might be
brute forcing passwords while having the best possible firewalls.
You can diversify Fighter Strategies by including multiple forms of
the "obvious solution." For example, you can have multiple
forms of damage and multiple forms of armor to protect it, so we
might have bullet-specialized fighters, beam-specialized fighters,
and explosive specialized fighters.
The Rogue Strategy: At its core, the rogue
strategy is one that focuses on secondary concerns and lateral
thinking to use skill and cleverness to defeat the obvious solution,
often through technicalities. In a fighting game, this might use
mobility, stealth and awareness to avoid taking damage by never
allowing an opponent to reach you where you are vulnerable, and
maneuvering yourself so you can strike at your opponent's vulnerable
points. In hacking, this might involve researching software exploits
unique to the target, tricking people into downloading software that
creates backdoors, infecting networks, and hiding your tracks so
nobody traces you to strike back. If we want greater diversity of
rogue strategies, we create more secondary traits and more lateral
avenues of attack; for example, our combat scenario might have
stealth/awareness and mobility technology as well as armor that tends
to favor one direction over another, and electronic warfare and
hacking tricks that allow someone to "shut down" their
opponent in some way as well as disrupt their targeting.
The Mage Strategy: At its core, a Mage
Strategy is anyone that forces a frame-switch, using some form of
limited trick to engage your opponent in some arena other than the
standard one in which he is used to fighting in, pulling him into an
area where you have an advantage. In D&D, of course, this
involves using one-off magic tricks that can only be easily resisted
with specialized traits or abilities, or that force your opponent
into unexpected win/lose conditions (the classic example being
save-or-die spells, but something similar to a mental duel or a curse
that needs a special quest to break might also qualify). In a
hacking mini-game, this might involve something like using
electrokinesis to directly control computers, or defeating your
opponent without using a computer at all (tracking them down the old
fashioned way and putting a bullet in their rig, or them). If we
want diversity of mage strategies, we include multiple possible
frame-shifts into new arenas. For our space combat example, we might
include psychics, bio-technological terror weapons, and memetic
viruses (the hacking example above might also qualify).
The most common means of applying a “mode”
in the dungeon fantasy model is with races, the most common being
“elf,” “dwarf” and “human,” with
elves typically having greater speed and intelligence so attempting
to achieve the above three strategies with finesse (elven fighters
look like swashbucklers; elven rogues and mages tend to look as we
expect), while dwarves typically have greater strength and durability
and so “tough out” the three strategies above (dwarven
fighters look more like “knights,” while dwarven rogues
might look more like engineering and dwarven mages might use their
powerful stores of willpower and endurance to cast big, powerful
spells, or to work with long-term runic enchantments), while humans
typically have greater versatility and so can afford to specialize
more deeply in their chosen strategy.
Alternate examples of modes in a combat-oriented
game might be different technological bases: we might have cyber-tech
assault troopers and commandos (using power armor and bullets),
bio-tech assault troopers and commandos (using bio-mecha and
poisons), and psychotronic assault troopers and commandos (using
pyschokinetic armor and crystal-generated beams). This is,
incidentally, one of the mode-themes of Starcraft! For a hacking
example, the platform on which the character bases his rig on, or the
target server is based on; a real world example (to over simplify)
might be Windows machines vs Apple or Linux machines (though this is
a little deceptive as Apple and Linux are more closely related than
many people realize); games like Netrunner might offer additional
inspirations.
The Five Color Strategies
In principle, one can draw inspiration from any
number of familiar or unfamiliar games. You could use the five
elements of Doaism, or the four elements of Western mysticism. You
go with something as simple as Rock Paper Scissors, or look at the
rock-scissors-paper within rock-scissors-paper of the surprisingly
complex Pokemon for inspiration. GURPS Dungeon Fantasy as emergent
themes of Holy vs Unholy and Natural vs Eldritch that you can play
with.
Magic the Gathering is a fairly well-known
strategy framework, and can also serve as inspiration for your own
game design. White strategies involve patience, defense, and making
use of mundane solutions well. Green strategies involve maximizing
any desirable traits and creating monstrous offense/defense combos
that can overpower a foe, but may prove unwieldy. Red strategies
involve rapid mobility, quick strikes and offense over everything,
creating a glass cannon. Black strategies involve self-sacrifice,
and enormous power at a tainted cost, and much of the strategy
involves accessing powerful-but-flawed tricks and then either trying
to mitigate the flaw or turning it into an advantage. Blue
strategies involve defeating your opponent on technicalities,
precision and frame-shifts, similar to the mage strategy above.
Hackers using a framework inspired by magic might
have the following strategies.
-
Green hackers might have more powerful computers and deeper integration into the internet-as-the-internet. They might have access to AI-in-development, allowing their programs to “learn” and improve over time.
-
Red hackers might have dangerously destructive programs that give them an enormous edge over their opponents but at a risk of burning out their own computer, and may have the capacity to do physical damage to other computers.
-
Black hackers use very destructive exploits that more blatantly violate the law than the rest, often including viruses and bot-nets stolen from others. They make hacking harder for everyone. They excel at turning your computer against itself.
-
Blue hackers have a detailed knowledge of the intricacies of the entire network; they often know of old, outdated architectures that many backbone systems still run on, allowing them to finesse their way through security. They also excel at hiding their presence.
-
White hackers have detailed security knowledge and may well work as security. They excel at defending their own computers and networking with other hackers. They, however, have almost exclusively legal or semi-legal software.
Customizing Gear
Once you understand how your “gameplay
framework” works, you’ll need to make sure that you have
sufficient technology to handle a variety of strategies, allowing you
to create diverse gameplay. Ultra-Tech, being generic, has highly
generic technology in it, and has a limited ability to anticipate
your choice. However, you can adjust your framework to take
advantage of existing gear within the book. GURPS Ultra-Tech has
quite a diversity of infiltration, detection and combat gear. It
also has interesting strategies built into their microbot swarms,
cybernetics and nano-tech. If you're willing to expand your
collection, Bio-Tech and Psi-Tech offer some pretty diverse options
too! If Ultra-Tech lacks the technology you look for (for example,
it defines very little in the way of computer security or hacking),
then you’ll need to build your own gear.
This is where I find most people panic. They
don't have a proper gear-designing book. Vehicles 4e is vaporware
and there's no easy way to look up gear stats on wikipedia. So what
can you do? Well, first, you can modify existing gadgets, or you can
create your own wholecloth.
Creating your Own Gear
At the prospect of creating their own gear, many
people freeze up, lacking a context, a system by which create said
gear. To compensate for this, allow me to reveal for you the
Ultra-Tech design system: They mostly make it up.
The truth is that we cannot know for sure what a
futuristic device does, how it works, or how efficient it will be.
So we make guesses or, in the case of super-science stuff, apply
arbitrary values. We can acquire these arbitrary values from a few
interesting places.
We can convert real-world vehicles from real-world
values, after a quick trip to wikipedia and a few basic conversion
tricks that are either commonly known, or easily picked up. A
similar trick can be done with sci-fi gadgets. For hard sci-fi, we
can look to real world physics, prototypes, and back-of-the-envelope
calculations. A good place to start for these are Atomic Rockets,
anything
by Luke Campbell, or the videos of Isaac Arthur. For
super-science gadgets, most series include technical volumes or wikis
where such numbers as weight and effectiveness can be found or at
least extrapolated.
But are these values actually "correct,"
per GURPS, given how GURPS works? I see this sort of question asked
a lot, or at least implied. For example, are Star Destroyers
"actually" a mile long? Do tricorders really work the way
Star Trek describe? The answer is "yes and yes." Of
course, some people argue that these numbers or values are
"ridiculous" and more realistic numbers would be such and
such; if you feel that way, use those numbers. If you must adhere to
a system, use the metatronic generator rules: create the device, find
the cost, and determine the cost as per those rules.
Many people have this sense that GURPS has this
coherent system lurking behind its rules, and to be sure, it has a
more coherent system than most other games, but it's far from a true
physics engines that our little minds have merely failed to grasp.
For example, the numbers for fusion generators in GURPS Spaceships
suggest that, pound for pound, they are about twice as efficient as
fission reactors, but GURPS Ultra-Tech suggests, pound for pound,
that fusion is 10 to 100 times as effective. The force screens of
ultra-tech are far more effective than they should be, given the
values given in Spaceships, and you cannot replicate hardsuits with
the new armor design rules. In short, GURPS isn't entirely coherent
with itself. There may be numerous reasons for this, but it's also
not important. What matters is not that your game is "coherent"
with GURPS, but that it is coherent with itself.
Focus on ensuring that your system is balanced,
that values make sense given what you want, and if you're concerned
about mingling your own gadgets with GURPS gadgets, take those into
consideration too.
Modifying Existing Gear
These modifications can be added to just about any gadget that has both a specified cost and weight (i.e., not software, drugs, etc.) – GURPS Ultra-Tech page 15, Integrating and Modifying Gadgets
Alternatively, you can take existing gadgets and
apply changes to them.
The largest concern here is typically balance;
after all, Pulver designed what he did for a reason,
right? Well, as established above, I don’t actually believe
this to be true. For example, if you allow all countermeasures to
exist, TL 10 lasers are pretty easy to defeat, while TL 10
slugthrowers with the ETC option and TL 10 ammunition is pretty
lethal and hard to beat. Ultimately, Ultra-Tech is necessarily
arbitrary, and built around a fairly generic concept of “balance,”
and so may not work for your specific needs,
so I wouldn’t count on Ultra-Tech to do your balancing for you.
You’ll need to carefully balance your own technology,
especially if you want your framework to be especially compelling.
Still, a few
benchmarks for balance might be handy, and Ultra-Tech serves as a
good foundation for
your design. For example, you don’t need to throw out all the
weapons of gadgets of Ultra-Tech and start from scratch. You can use
them as a jumping-off point. Instead of making new weapons, use the
weapons that exist in Ultra-Tech and build variations. If you need
new robots, take existing ones and tweak them. Ultra-Tech already
has numerous options for doing just this, including making devices
more attractive, more rugged, lighter, pricing tools based on
quality, integrating additional gadgets into them, etc. Ultra-Tech
also includes more unusual options scattered through the book, such
as making them out of Smart Bioplastic (UT 170), Living Metal (UT
171) or Memory Metal to give it multiple “modes” (UT 97).
Ultra-Tech began as a
device design book, and only later converted to a catalog of
read-to-use technology, thus most of the devices were built for your
modifications. Furthermore,
if you’re willing to look into new books, you can use
Psychotronics from Psi-Tech, or Bio-Gadget options from Bio-Tech to
further customize your gear.
If the tools
Ultra-Tech offers are insufficient, you’ll have to adjust
technology on your own. The easiest way to do this is to make
trade-offs on whatever aspects of technology you have available. All
gadgets have a weight
and a cost; software
has cost and complexity (and
memory storage, though GURPS doesn’t get into this much);
robots have a traits, point costs and dollar costs, as do
cybernetics. Weapons have their weapon stat-line, and vehicles have
their vehicular stat-line. All
items might have a
legality rating, which can change too.
Generic gadgets
have very few things they can really change. Most have some measure
of effectiveness that you can mess with (for example, a lockpick
allows you to pick locks; a better lockpick might grant a +1, +2 or
+TL/2), and they also often have power requirements. Cost, weight
and power requirements all highly depend on the broader context
you’re balancing the devices around. Power requirements will
generally be a largely cosmetic concern; weight matters most for
encumbrance (though if we include “size” in weight,
whether or not the device is an effective holdout can
represent an interesting option to play with), and cost mostly
matters for budget. If you need more points on which to vary a
gadget, you can simply create more. For example, if you need a wide
variety of lockpicks, you can include a wide variety of locks; type A
lockpicks might only pick type A locks, or might have a bonus to pick
them; type C lockpicks might be able to pick type A and type B locks,
but be too large to easily fit into your pocket, while type D
lockpicks gain a big bonus to pick any locks but burn out when
they’re done, making them “one shot.”
Software works
largely like generic gadgets, except complexity and/or memory
requirements replace weight as the limit on “how much you can
carry,” and this naturally depends on the sort of computers
available. A complexity 5 program is “heavy” if you only
have complexity 5 computers, enormous if most people can only access
Complexity 4 computers (you’ll need special computer options
then) and inconsequential if everyone has access to Complexity 7
computers. Complexity ultimately determines how many programs
someone can run, so an
interesting conceit is to worry about computer memory and how many
computer programs one can fit onto a computer, and also worry about
how many a character can run. For example, a complexity 4 computer
can only run two complexity 4 programs, but perhaps it can store
10, so you can swap out what 2 programs you’re running. Of
course, while we’re modifying gadgets, nothing stops you from
changing how complexity and memory works.
You need to know how many programs a character can acesss
and how many he can use.
If you want this to matter, but you want different values than the
default values offered in Ultra-Tech, change them. Or, of course,
you can ignore them if
they don’t interest you and focus on other things that matter.
Robots and
Cybernetics are, perhaps, the easiest to modify, and the most
self-balancing. Just build new a
new template. Use whatever pricing you feel appropriate (in many
campaigns, players will purchase robots and cybernetics exclusively
with points, so it won’t matter). You can include additional
concerns here, like power-drain or “humanity loss” as you
see fit, but you’re on your own for balance concerns (a
suggestion for power drain, though is to treat power as fatigue
points and price the cost of power drain around fatigue costs). Demi
Benson’s “Living Better with Cybernetics” in
Pyramid
#3/51 “Tech and Toys III” also offers some
interesting insights into the thought processes behind cybernetics,
and if you’re willing to dive into older works, GURPS Robots
from 3e and Reign of Steel offer interesting ideas and technological
concepts for building your robots around.
Weapons and armor have
complex statlines around which to balance them. In general, damage
should be balanced around DR. If you allow more than 20 damage in
with a typical shot, then that attack is lethal. If the armor
provides 6 DR (times the armor divisor of the attack) for every die
of damage, then it’s completely invulnerable to the attack.
Understanding this, you can play around with the values as you see
fit, and add additional considerations (even impenetrable armor can
be defeated if it has gaps…). You can also apply arbitrary
values against specific forms of damage; Ultra-Tech certainly does
this with things like Beam Adapted Armor (UT 190) and
Electro-magnetic armor (UT 187); while no special option exists for
piercing penetrators, like bullets, armor like Reflex or Nanoweave
provides more protection against those forms of attacks than others,
so you can really justify armor that’s better against any
specific form of attack that you want.
Beyond damage,
you have a whole statline you can play with. Christopher Rice breaks
this down nicely in “It’s a Threat” in Pyramid
#3/77 “Combat.” While this is geared towards Dungeon
Fantasy, we can still make some loose observations. A point of
accuracy is worth about as much as a point of damage, so they can be
traded back and forth. Rate of fire is worth a
multiple of damage
provided it applies a bonus,
which means roughly every +4 ROF is worth is
worth about the same as doubling your damage. I would avoid altering
recoil except in extreme cases (it tends to be driven by the physics
of the weapon). Weight and ST have a close relationship with one
another, and altering ST is worth a little less than accuracy (it
affects skill, but only situationally); bulk has a similar
relationship. Number of shots isn’t terribly important, and
weight or cost can be modified quite liberally. Naturally, beam
weapons have their own design system in Pyramid
#3/37 “Tech & Toys II”
Most people
hesitate to touch Vehicles because of the lack of GURPS Vehicles for
the new edition, and I can certainly appreciate this position, as
it’s one I hold myself, but you can
treat vehicle statlines the way you would treat weapons. For
example, if your main concern is the Action chase rules, +1 handling
is roughly equal to +1 to chase rolls gained from speed, so any speed
change worth +1 is close to the same value as +1 handling. I would
be cautious messing with stability rating, but +1 or -1 is not out of
the question, and worth about the same as handling. The same goes
for size modifiers. Endurance is largely cosmetic and can be messed
with as you please. Cargo is a slightly greater concern, but should
be no problem to change by 10-20%. “Cargo” can also be
seen as “spare space” in which you can place other
gadgets, if you want to add things like force screens, pop-up weapons
or distortion chips. You can
use GURPS Spaceships to “build vehicles,” but I suggest
caution here, as it plays poorly with non-SS-designed weapons, and
can lead to some really weird results. I personally have better
results taking existing vehicles and modifying them.
You needn’t
limit your modifications to GURPS Ultra-Tech either. If there’s
an existing technology that’s very close,
you can borrow it and “tech it up.” For example, many of
the weapons from Star Wars are drawn directly from real-world
weapons, with a few gadgets slapped on and shooting blaster bolts
rather than bullets. You could probably take those real-world
weapons and swap out the piercing stat for tight-beam burning and
give them an armor divisor of 5 and most people probably wouldn’t
know the difference. Likewise, you can probably take real-world
vehicles and apply some slightly different technologies to them (for
example, removing the rotor from a helicopter gunship and replacing
it with contragravity, and replacing its weapons with ultra-tech
weapons of a similar weight) and
use the resulting stat-line without too many problems. If your
intent with your sci-fi game isn’t “to explore the
implications of technology,” then realistic depictions of that
technology are not a priority; it’s often the case that GMs
want to mimic a particular genre (swashbuckling pirates, only IN
SPAAACE; WW2, only IN SPAAACE!); if that’s so, starting
with the gear of that genre and then adding some ultra-tech wizardry
to it already takes you a pretty long way to getting nicely
customized gadgetry.
UT is so bad, so inconsistent, so opaque with its assumptions that I just ignore it. Pyramid articles on Armor, Computers, etc. should be bundled and given out to those who produced the steaming pile that is UT. I hate when balance comes before logic, save that nonsense for D&D. Get the staff particle physicist to give plausible and transparent rules for building realistic beam and UT weapons and then give options to make them more fantastic. As it is it's a huge list of weapon stats that have no coherence and are all virtually identical except for the armor divisor. I wish I'd never bought this book, I've literally never used anything in it.
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