Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*TTRPGs General
RPG systems frozen in time
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Willie the Duck" data-source="post: 9879502" data-attributes="member: 6799660"><p>Just like modern screenwriters, I struggle with games-set-now and what to do with ubiquitous communication and information-gathering and how many information-gap holes they close.</p><p></p><p>Much of my <em>GURPS </em>book collection is 3e, and even if you ignore the actual IRL numeric issues (dollar values, etc.) some of the tech assumptions look very dated.</p><p><em>GURPS: Cyberpunk </em>treats having built in watches, calculators, cameras, and low-level binoculars as separate abilities (a modern version might be a single 'non-disarm-able smartphone' ability, costing less but not having the specific skill bonuses, etc.). Cyberpunk games in general run into the issue that we are already living in the cyberpunk future, and it doesn't look like we thought it would.</p><p>A lot of the basic near-future and <em>GURPS: High-Tech</em> weaponry was borrowed from original <em>Traveller</em>, which borrowed it from 1950s&60s <em>Popular Mechanics</em> issues (what the 'battlefield of the future' looked like when Marc Miller was growing up) -- gyrocs, caseless or electrothermal ammo, railguns as ridiculously high rate of fire weapons, armor piercing fin-stabilized discarding-sabot tank shells, etc. Little of it is wrong (well, outside the already fantastical stuff like monowire), and some of it actually seems prescient -- lasers chewing through armor, so you add all your shots per second together before subtracting damage reduction vaguely models how missile defense lasers work over time, railgun tech being perfected for really small bore sizes ('needlers') first. However, a lot of it does feel a bit antiquated; and things like drone warfare, AI targetting tech, ECM vs ECCM, and the movement from dogfighters to long-distance missile fighter jets deserve more specific rules coverage.</p><p>Credit where credit is due, <em>GURPS: Transhuman Space</em> is set to get the timelines for solar colonization wrong (most near-future fictions have), but predicted meme warfare, online monitoring, and verifying authenticity and a lot of things we're actively dealing with now at least broadly-speaking correct.</p><p></p><p>It had its ups and downs.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9879502, member: 6799660"] Just like modern screenwriters, I struggle with games-set-now and what to do with ubiquitous communication and information-gathering and how many information-gap holes they close. Much of my [I]GURPS [/I]book collection is 3e, and even if you ignore the actual IRL numeric issues (dollar values, etc.) some of the tech assumptions look very dated. [I]GURPS: Cyberpunk [/I]treats having built in watches, calculators, cameras, and low-level binoculars as separate abilities (a modern version might be a single 'non-disarm-able smartphone' ability, costing less but not having the specific skill bonuses, etc.). Cyberpunk games in general run into the issue that we are already living in the cyberpunk future, and it doesn't look like we thought it would. A lot of the basic near-future and [I]GURPS: High-Tech[/I] weaponry was borrowed from original [I]Traveller[/I], which borrowed it from 1950s&60s [I]Popular Mechanics[/I] issues (what the 'battlefield of the future' looked like when Marc Miller was growing up) -- gyrocs, caseless or electrothermal ammo, railguns as ridiculously high rate of fire weapons, armor piercing fin-stabilized discarding-sabot tank shells, etc. Little of it is wrong (well, outside the already fantastical stuff like monowire), and some of it actually seems prescient -- lasers chewing through armor, so you add all your shots per second together before subtracting damage reduction vaguely models how missile defense lasers work over time, railgun tech being perfected for really small bore sizes ('needlers') first. However, a lot of it does feel a bit antiquated; and things like drone warfare, AI targetting tech, ECM vs ECCM, and the movement from dogfighters to long-distance missile fighter jets deserve more specific rules coverage. Credit where credit is due, [I]GURPS: Transhuman Space[/I] is set to get the timelines for solar colonization wrong (most near-future fictions have), but predicted meme warfare, online monitoring, and verifying authenticity and a lot of things we're actively dealing with now at least broadly-speaking correct. It had its ups and downs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPG systems frozen in time
Top