tag:blogger.com,1999:blog-2170237526012357403.post2238773281259932693..comments2024-03-26T15:35:56.004-04:00Comments on Delta's D&D Hotspot: SciFi Saturday – Asimov on Hyperspace, Pt. 3Deltahttp://www.blogger.com/profile/00705402326320853684noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2170237526012357403.post-83552815332745018382013-07-28T12:27:29.236-04:002013-07-28T12:27:29.236-04:00Oh, that is totally delightful. Great idea!Oh, that is totally delightful. Great idea!Deltahttps://www.blogger.com/profile/00705402326320853684noreply@blogger.comtag:blogger.com,1999:blog-2170237526012357403.post-36417933687427014322013-07-27T20:54:58.483-04:002013-07-27T20:54:58.483-04:00As always, interesting stuff. As a side note, in m...As always, interesting stuff. As a side note, in my "classic sci-fi" space game (which runs in Traveller, not Star Frontiers, although perhaps only because I don't still own a copy of the latter), I've tried to preserve the "star-charts and slide-rules" feel by stipulating that a ship coming out of hyperspace destroys integrated circuits within several planet-diameters of the exit point. It's a sort of EMP effect, except the "wave" is a ripple in space-time, and so cannot be shielded against. Since hyperspace tech has existed for centuries, no one has used integrated circuit computers in almost as long (it's too easy to destroy them, so why bother?). Thus, while ships do carry computers, they are big, vacuum-tube monstrosities, and most of the really complex stuff gets done on slide-rules by astrogators who are expert mathematicians. <br /><br />It's not a perfect solution, but I like the "old-school" feel of it.LWSCHURTZhttps://www.blogger.com/profile/06635573516962732975noreply@blogger.com