02-16-2018, 02:39 PM | #1 |
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Join Date: Jul 2004
Location: Montrιal, Quιbec
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Pyramid #3/112: Action II
The action movie is a great model for many styles of adventure gaming: Larger-than-life heroes acting as fast often faster than they think, secure in the knowledge that the Power of Plot will see them through. Such stories are the focus of the GURPS Action series, and work best if the GM is ready ready like a loaded gun with a hair trigger! Pyramid #3/112: Action II is here to help with that, doing the footwork like the serious buddy cop so you can be the one with the snappy comebacks.You messin' with me?
Store Link: http://www.warehouse23.com/products/SJG37-2712
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
02-16-2018, 04:08 PM | #2 |
Join Date: Aug 2008
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Re: Pyramid #3/112: Action II
While I can't readily tell if More Skill Sets for Specialists will be immediately useful without knowing what skillsets are in it, it's probably going to be worth while. But what really has me reaching for the buy button is The Thrill of the Chase. The Chase rules are some of the best bits from Exploits, and any expansion on them has my vote!
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02-16-2018, 07:10 PM | #3 |
Join Date: Oct 2016
Location: Mojave
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Re: Pyramid #3/112: Action II
In the preview I saw that it said some ultra-tech skillsets are there. I would imagine that working great in a cyberpunk action game.
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02-17-2018, 08:44 AM | #4 |
Join Date: Aug 2008
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Re: Pyramid #3/112: Action II
Exactly. I do more scifi horror / space opera. I still want to read it and see for myself, but without a better sense of what's there for science fiction, I can't say more. Once I read it, I'll update more.
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02-17-2018, 08:57 AM | #5 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Pyramid #3/112: Action II
I actually wanted to give Christopher Rice some big props for "More Skill Sets for Specialists" - it's definitely a very useful article, and fills some action niches that were underserved in the original Action 4: Specialists book.
If you're wondering about the ultra-tech options available, a quick rundown: there's a "Battlesuit Operations" package, both a "Civilian" and "Military Cybernetic/Biomod Enhancements" package, and a whole raft of space-related packages, including both civilian and military spaceflight, a generic "Space Operations", and a pair of civilian/military Spacer packages, covering experience as a crewman on the respective type of ships. There's also Psi Specialist and Psychic packages, if your setting includes psionics. I wanted to especially call out the "Advanced Cybernetics and Simplified Maintenance" box, which is a very nice set of rules on how to handle stuff about maintaining cyberware in genres where a "realistic" treatment is less-appropriate. |
02-17-2018, 09:14 AM | #6 | ||||
Join Date: Aug 2008
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Re: Pyramid #3/112: Action II
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. . . and download complete! Runs off to read the issue
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02-17-2018, 09:40 AM | #7 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Pyramid #3/112: Action II
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02-17-2018, 10:10 AM | #8 |
Join Date: Aug 2008
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Re: Pyramid #3/112: Action II
So after reading the two articles I was specifically interested in, here are my thoughts:
More Skills for Specialists This is probably some of CR's best writing from a technical standpoint. It flows wonderfully and hits the Action! vibe on the head. So definitely kudos for that! I really liked the Religiously Ordained (Non-Supernatural) lens. The other mundane specialties aren't anything I see being used in the types of games I run, but they definitely fill a void in Specialists. As for the magical specialties, Ritual Path Magic Hedge Caster and Wizard (Standard) do their jobs nicely. Unfortunately, I really think the other four specialties should just be made as power-ups. Some systems really aren't well-suited for skills and some concepts are, literally, just an Advantage (cough...Ritual Adept...cough). The Psychic set falls in this boat as well. Occult Sets and the Psi Expert specialty rock hard. And that brings us to the bits that fit what I would need this article for: Ultra-Tech Skill Sets. All of the staples seem to be touched upon, although I again level the same complaint against Cybernetic/Biomod Enhancements as for magical specialties: This is a power-up, and furthermore just pointing at a page number and saying "take X points in this stuff" doesn't really add anything. The rest looks good with one nitpick: The correct skill for Aerobatics in space is Astrobatics as stated in GURPS Space and Free Falling of Pyramid #3/85 - Cutting Edge. I'll continue to offer Free Faller (Free Falling, Pyramid #3/85 - Cutting Edge) as perk option for Space Operations and Spacer as a way to cut down on extra Free Fall rolls for those who take space-related packages, however. But that's to speed up play and emphasize those who are good in microgravity more than anything. I'm also surprised there isn't a Dabbler perk offered for the many random repair skills an astronaut should probably have to keep a spaceship operable and avoid life-threatening disasters. And like Kelly Pederssn said, Advanced Cybernetics and Simplified Maintenance is gold. Overall, the article good and thought-provoking. The Thrill of the Chase This opens with a discussion of terrain, and immediately I see a clear path for trench runs, speeder-bike battles in ancient forests, motorcyclists chasing pedestrians through busy markets, etc. It does a really good job at giving added detail to asymmetric chases within the same medium (e.g., a tank chasing a car across the bombed-out remains of Dresden) or different ones (e.g., a cyclist racing along a choppy canal after terrorists in a zodiac). Next up is a discussion of events that might happen during a chase. This begins with a look at obstacles. This can be a hotdog cart being pushed into the chase's path by an unsuspecting vendor, a cloud of debris from an recently-destroyed spacecraft, or a whatever else the GM can come up with. And obstacles aren't all that can get in the way: bystanders always seem to be in the wrong place at the wrong time in movies. And if that's not enough, opportunities to do cool stuff or take specific maneuvers may pop up, too. To round things out, the article concludes with a way to randomly place events and terrain for when the GM either doesn't have a map of the area already drawn up or just wants to roll with the flow. Overall, I can't see myself not incorporating this entire article into existing Chase rules. Combined with Dogfight Action! (Pyramid #3/53 - Action), you can really ramp up your aerial battles, and I intend to mix these with my own house rules to extend things beyond the atmosphere. In Conclusion Not having read anything else in this issue, yet, I would wholeheartedly say it's worth the money for Thrill of the Chase, alone. More Skills for Specialists is a nice bit of icing on the cake for me, but for others would be reason enough in itself to justify buying the article. It just isn't as categorically useful for my own rather specific needs. And that's just two of seven articles this month. So go buy this now! Do it! Why are you still reading this? Go!!
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02-17-2018, 03:30 PM | #9 | ||
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02-17-2018, 04:05 PM | #10 | |
Join Date: Aug 2008
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Re: Pyramid #3/112: Action II
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