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RPG science: Dinosaurs heavier than thought?

Pot-bellied predator?

"Dinosaurs may be lighter than we thought!" That's the news item I welcomed in RPG science: Designing dinosaurs just got easier? a couple of years ago. I liked the sound of that discovery, as the crushing weight of dinos made realistic designs a challenge when considering the effects of weight vs power.

But now? T. rex was bigger than thought, mused paleontologists more recently – over 9 tons for the Chicago Field Museum's resident specimen, Sue ("I'm not fat, I'm just really big-boned"). So we may be back to super-heavy reptiles (go easy on the carbs there, Rex!), and back to various tweaks needed to keep the big dinos mobile under design rules that consider weight.

None of it's a problem. The T Rex designs in my linked article above still work great, even if you want to boost the weight and the required support for it. Don't worry if your final design comes out a wee ponderous, as the new heavy-dino hypothesis suggests a T Rex top speed that's awfully modest for such a big predator: 10-25 mph (about Move 5-12 in GURPS terms).

The big range of that estimated top speed is a reminder of just how much sheer guess work palentologists still have to deal with – so if you want to stick with lighter weights, that's fine too. Which leads right to the key point: While it's an amusing diversion to try "designing" realistic dinos using detailed rules, in the end you can just slap on whatever power, agility, Move, and so forth that the game scene calls for. If you scare the bejesus out of the PCs, you've found the right numbers.

Whatever the poundage, T Rex will always be the king of the dinosaurs. Even if the T stands for "tubby".

Momentum or Kinetic Energy: Which One Pierces a T Rex's Chain Mail on a Glancing Blow?

Dino Wars

Here's a collection of online bric-a-brac with connections to this site's gaming material:

Dinosaurs and their tails

Having written about both dinosaur design and tail design, I can't help but comment on the Smithsonian blog's report that dinosaurs may have had thicker, beefier tails than often depicted. Sounds fine to me, at least until we get that cloning process working to verify things! 

What does that mean for critter design? Read more...

RPG science: Character tails

Now that's a tail

Got a game character with a nice fluffy tail? Those things can be good for more than just Furry decor, you know. 

At a recent TED conference, biologist Robert Full presented research into the wonders of the wall-crawling gecko. (The video, embedded below, is worth a view; you'll see both people and robots mimicking the gecko's Spidey-like climbs.) But while uncovering the secrets of the lizard's famous feet, scientists found the creature's tail enabled some amazing acrobatic feats of its own, all with nice character-design potential. Read more...

RPG science: Designing dinosaurs just got easier?

Dodges cluster bombs!

Dinosaurs may not have been as heavy as previously thought. Those are the words of scientists who found flaws in the models used to estimate weight:

"Palaeontologists have for 25 years used a statistical model to estimate the body weight of giant dinosaurs and other extraordinarily large extinct animals,” said Gary Packard, from Colorado State University, whose research will appear in the Zoological Society of London’s Journal of Zoology this week.

“We have found that the statistical model is seriously flawed and the giant dinosaurs probably were only about half as heavy as is generally believed.”

In other words, dinosaurs are just as big – long and tall, that is – as the fossils have always told us, but the flesh on those bones may have been far less bulky than thought. To make that distinction in movie terms, an Allosaur at the cinema would cheer the speedy new Godzilla over the lumbering old one as a better depiction of saurian kind. (Well, as a vastly oversized saurian, anyway.)

This is welcome news to me, as massive weight has been the bane of GULLIVER's attempts to apply "natural encumbrance" rules to dino designs. Read more...

RPG science: Biology fun for creature design!

My money's on the Rex.

Clearing out some old links I'd noted, here's some good reading for game designers (or just detail-happy GMs) wanting to give good, hard biology a friendly nod:

The Biology of B-Movie Monsters

http://fathom.lib.uchicago.edu/2/21701757/

Wow, this is a heck of an article by Michael C. LaBarbera, professor in Organismal Biology & Anatomy at the University of Chicago. It's a layman-friendly grand tour of how size and scaling work in reality, and what that means for B-movie creatures – and by extension, game-table monsters. Scaling of area vs mass and its relevant effects on cooling, terminal velocity, metabolism, and so on; mass and falling damage; mechanical difficulties posed by huge size; and much more – it's all there. Read more...

RPG science: Biomechanics fun

Godzilla inside

I would have liked to hear the speech by the inimitable Steven Vogel on "Power from the People: Life When Muscle Was Our Main Motor", an overview of how biomechanics shaped the lives and work of our ancestors. The article at http://scienceblogs.com/principles/2007/02/archeological_biomechanics.ph... provides some interesting fodder for the dilettante game designer, though it's unfortunately brief.

Less sober: The Science of Godzilla, at http://scienceblogs.com/tetrapodzoology/2007/02/the_science_of_godzilla_... . The radioactive breath jet? It's all thanks to a plasma gland. Yep, a plasma gland. (How we know that, isn't answered.)

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