Thursday, March 11, 2021

Metatronic Generators In Low Tech Settings


Historically, I've always looked at Metatronic generators funny. They provide a direct translation from points to cash, and that often gives funny numbers. The base version also has this weird assumption that you will be using electricity baked into it, and they're generally based off of Psychotronics, which are intentionally an area of weirdness. 

 I just realized that I'm using them for a TL1 fantasy game.

Not intentionally, but the more I look at the "Magic System" the players have access to, the more I'm convinced that it can be usefully expressed in terms of Metatronic generators. So what's the system, and what settings do I use to make Metatronic generators useful at TL1?

The Magic System

Here is what I gave my players:

Everyday practical magic is tied to magical artifacts made of precious metals and inscribed with the inscrutable designs of the ancients. The artifact usually takes the form of a ring, bracelet, necklace, or other piece of jewelry fitting around the body. Only one item can be used at a time.

Effects consist of motion, light, body, or mind. Each item produces an effect worth from [1] to [10] points. It is not known how to reproduce many effects, but a few, such as the soul protection circuit and the simple light ring, can be produced by modern smiths. Those that aren’t must be bought as signature gear. The cost is $100 per point. Some complex effects require a magic operation skill to use.

Its a really simple system, in part because it was a latecomer to the design of the setting. The players wanted magic, and it fit the setting, but only certain types. The ideas were floating around in my mind for a while (for a different but related project), but I created the rules for it in under an hour. 

Stats as Metatronic Generators

As Metatronic generators, these devices are either Tiny or Mini self-powered generators with apparatus as their type.  They cost 1/60th of what you'd expect. With the expanded rules in Pyramid 4/3, that means they are between the "very common" cost and the "ubiquitous" cost.

The Cost Difference

So why is my TL1 magic jewelry so much cheaper than metatronic generators? The biggest reason is probably the base tech level. TL1 has a starting wealth of $500. That's 40 times less than TL8, which is probably the wealth level metatronic generators were based on. At $3,000 a point, players would not be able to afford even the simplest magic items. Though to be fair, I increased starting wealth for the game to $1,000, because the players will be wealthy for their setting. 

A smaller difference in the costs may be caused by the size of the items. When we think about magic items, we normally don't give much thought to size, and thus small, light jewelry comes to mind more naturally than the clunky and elaborate contraptions we associate with psychotronics, and thus the items end up smaller and more expensive. This isn't meaningless though: a lot of my players are skirting pretty close to their encumbrance limits. Related is the power requirements: electricity isn't really a thing for Low tech magic, so the devices are self powered. I suppose FP driven is an option, but didn't want to delve into that.

One further reason my magic jewelry ended up cheaper is because it has fairly strong limits. Only one item can be used at a time, and the effects are limited to 10 points or lower. While Metatronic generators use a linear relationship between points and money, Gurps points tend to have exponential rather than linear effects. When the generators are limited to small point effects, they can be made comparatively cheaper. 

Lastly, I want these items to be more common than metatronic generators usually are. I want most families to have one as an old heirloom. I want to use them as a common form of loot. And I want players to be thinking about gold and silver as a source of magic. So I do want it more common than standard metatronic generators.

I like It!

So I find myself warming up to metatronics, but with a few caveats:

  • Feel free to mess around with the base cost. With Pyramid 4/3, we now have permission to do so and some suggested breakpoints. I'd especially look at the campaign's starting wealth and how common we want the devices to be. 
  • Have a strong concept of what the devices look like and can and can't do. This is true for all of Gurps, but especially for an open-ended magic system, which is what metatronic generators are. 
  • Feel free to establish limits beyond what metatronic generators specifies. Limitations make for interesting magic systems, establish good and interesting flavor, and allow you to push the system without breaking your setting.

I look forward to using generators more in the future. They're not the solution for everything, but if you're looking at cash for powers effects, its a great starting point with a lot of thought placed into it.

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