Quote:
Originally Posted by StreetBushido
If I were to run Fallout, or any other post-apocalyptic setting, with GURPS (4th Ed.), what books would you recommend, aside from the core books?
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Jason Levine wrote a "worked genre example" (like
Dungeon Fantasy,
Action or
Monster Hunters) series for post-apocalypse games called
GURPS After The End. Unfortunately it has been indefinitely delayed for some reason.
Quote:
I've also got a bit of a bonus question. I've heard that if you're going to GM GURPS you may want to create a list of skills specific to your game. For instance removing "Drive/Pilot" for a fantasy game or "Knowledge (Magic)" for a "realistic" modern game. When creating a skill list, what is a good number of skills? I can imagine that if there are too few skills, everybody will be good at everything. While if there are too many skills, everybody has to be very specialised, or everybody is sort of iffy at everything.
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Here's an example of the sort of thing I do nowadays for a new campaign:
The Phoenix Imperative
Quote:
Originally Posted by Nymdok
War. War never changes......
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Getting Ron Perlman to come over to your house to introduce your campaign may be prohibitively expensive.
EDIT:
Looks like a minimum of $50,000. I wonder what he'd charge just to read your intro script over the phone. :)