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Old 10-07-2013, 11:13 AM   #21
Hugin
 
Join Date: Sep 2009
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Default Re: What would I need to run Fallout with GURPS?

Also GURPS Skill Categories, a free download from e23, helps by breaking it down to easy to reference categories
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Old 10-07-2013, 03:09 PM   #22
apoc527
 
Join Date: Nov 2011
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Default Re: What would I need to run Fallout with GURPS?

I ran GURPS Fallout as my first experience with GURPS 4th Edition. I was a somewhat experienced GURPS 3rd Edition GM, but I actually grew to hate GURPS because of Vehicles 2nd Edition. GURPS 4th Edition is amazing, however.

Let's see, it's hard to remember back, even though it was only two years ago, but to run GURPS Fallout I had the Basic Set, High Tech, Ultra Tech and Tactical Shooting. I had Martial Arts too, come to think. Action 2 was helpful. The main thing, though, was that book that has already been linked to--the fan-made Fallout GURPS supplement was incredibly useful. My game wasn't an exact Fallout replica--it was actually a Fallout/XCOM mashup, but I still got a ton of use out of that fan netbook.
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Old 10-08-2013, 04:34 PM   #23
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Default Re: What would I need to run Fallout with GURPS?

Remember that the transistor wasn't invented in the Fallout Universe, this affects a lot of what tech is and isn't present.
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Old 10-08-2013, 04:35 PM   #24
sir_pudding
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Default Re: What would I need to run Fallout with GURPS?

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Originally Posted by Libertine View Post
Remember that the transistor wasn't invented in the Fallout Universe, this affects a lot of what tech is and isn't present.
The retro-tech pathway on Ultra-Tech p. 8 should cover this.
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Old 10-08-2013, 08:48 PM   #25
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: What would I need to run Fallout with GURPS?

Yup! Retrotech was come up with for exactly this kind of thing.
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Old 10-09-2013, 03:25 AM   #26
StreetBushido
 
Join Date: Oct 2013
Default Re: What would I need to run Fallout with GURPS?

Slightly off-topic.

To touch on the topic of skills again, after chewing on it a while, I think I see how it works.

I think the best way of looking at it is as a wide spectrum of choices for the players, rather than a large amount of things that everybody is going to want to have.

For a tech character there will be many different things to be good at, while for a combat character, there will be many different things to be good at. Also, with so many different skills, even two characters within the same archetype (combat, social, tech, etc.) will be able to be different from each other.

Is that a good way to look at it?
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Old 10-09-2013, 03:39 AM   #27
The Benj
 
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Default Re: What would I need to run Fallout with GURPS?

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Originally Posted by StreetBushido View Post
Slightly off-topic.

To touch on the topic of skills again, after chewing on it a while, I think I see how it works.

I think the best way of looking at it is as a wide spectrum of choices for the players, rather than a large amount of things that everybody is going to want to have.

For a tech character there will be many different things to be good at, while for a combat character, there will be many different things to be good at. Also, with so many different skills, even two characters within the same archetype (combat, social, tech, etc.) will be able to be different from each other.

Is that a good way to look at it?
Absolutely!
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Old 10-28-2013, 04:25 PM   #28
Fwibos
 
Join Date: Jun 2008
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Default Re: What would I need to run Fallout with GURPS?

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Originally Posted by Nosforontu View Post
Keep in mind Gurps has six different unarmed skills alone that I could see in a Fallout game though Sumo would be a bit of a stretch (Brawling, Boxing, Judo, Karate, Sumo, and Wrestling).
Sumo wrestling helps with slams, and I used it to model the ranger takedown. However, upon seeing it, ity looks more like an AoA determined sweep on video. I am disappoint.
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Old 10-28-2013, 11:29 PM   #29
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Default Re: What would I need to run Fallout with GURPS?

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Originally Posted by apoc527 View Post
I actually grew to hate GURPS because of Vehicles 2nd Edition.
I've never understood that. How did the existence of an optional add-on get GURPS so much hatred? "No. I don't like hamburgers because you can put onions on them."
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Originally Posted by apoc527 View Post
Action 2 was helpful.
That, though, I can support 100%. Action 2 is page-for-page probably the most useful single book outside the 4 or so books I would consider the "expanded core".
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Old 11-15-2013, 10:57 AM   #30
Kissamies
 
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Default Re: What would I need to run Fallout with GURPS?

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I've never understood that. How did the existence of an optional add-on get GURPS so much hatred? "No. I don't like hamburgers because you can put onions on them."
Yeah, me neither. The best explanation I've ever heard is that it started to creep in to other books as well, like GURPS Robots.
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