04-30-2012, 02:13 PM | #1 | |
Join Date: Aug 2004
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Call for Playtesters: GURPS High-Tech: Adventure Guns
Call for Playtesters: GURPS High-Tech: Adventure Guns GURPS High-Tech: Adventure Guns is a 48-page supplement describing the firearms and some other "high-tech" (TL5-6) weapons used from the second half of the 19th century until WWI, the period of the great adventurers and explorers in the Wild West, In Darkest Africa, in Transylvania, along the Indian Northwest Frontier, or 20,000 Miles under the Sea. However, it also details which guns were used at home -- by the police in New York, Berlin, or London; by the Texas Rangers; by the armies in the American Civil War, the Franco-Prussian War, the Spanish-American War, the Boer Wars, and the Boxer Rise; and by ordinary gentlemen, outlaws, or hunters all over the world. The guns featured are intended for outfitting American gunslingers, Indians, and homesteaders in the Wild West; for British Victorian detectives, hunters, explorers, and soldiers; for Prussian officers and German archaeologists; and for ordinary people of that time and age. In addition to being well-suited as a companion to cliffhangers, horror, GURPS Lands Out of Time, and GURPS Mysteries games, this supplement is especially designed for Old West or steampunk campaigns, particularly those who want to upgrade those genres' GURPS Third Edition firearms to Fourth Edition terms. Reviewers must be registered e23 customers who have spent more than $50 at e23 in the past 12 months. We expect you to know the GURPS Basic Set and GURPS High-Tech well! Familiarity with GURPS Gun Fu and/or GURPS Tactical Shooting is an advantage, as is an understanding of the GURPS Third Edition supplements GURPS Old West and GURPS Steampunk. This is not intended to be a large playtest. We're looking primarily for playtesters who have experience with real guns or are deeply knowledgeable about historic firearms (as the final supplement will be similar to GURPS High-Tech: Pulp Guns 1 and GURPS High-Tech: Pulp Guns 2). Seasoned playtesters who have limited practical gun knowledge but are well-versed in their treatment by the game and are experts on relevant historical or fictional backgrounds -- such as the steampunk genre, Old West adventures, or authors like Arthur Conan Doyle, H.G. Wells, or Jules Verne -- can also apply. The playtest is currently scheduled to run from May 7, 2012 to May 28, 2012. Prospective playtesters should e-mail greytiger@gmx.net with [AG] (for "Adventure Guns") in the subject. Include your preferred e-mail address for the closed playtest mailing list, correct spelling of your name as it may appear in print, your e23 login name, and a few words on why we should pick you: qualifications, experience, current gaming group(s), etc. Please submit in this format: Quote:
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05-08-2012, 03:09 PM | #2 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Call for Playtesters: GURPS High-Tech: Adventure Guns
I'll assume the playtest is in full swing now, though I didn't get either a acceptance or rejection email...:-/
Ghostdancer
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05-08-2012, 03:35 PM | #3 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Call for Playtesters: GURPS High-Tech: Adventure Guns
Not that I know of. Don't jump too fast on your conclusions here, since sometimes things take longer.
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05-09-2012, 08:26 AM | #4 |
Join Date: Oct 2004
Location: Berlin, Germany
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Re: Call for Playtesters: GURPS High-Tech: Adventure Guns
Start has been delayed slightly. Hold your horses.
Cheers HANS
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05-09-2012, 11:49 AM | #5 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Call for Playtesters: GURPS High-Tech: Adventure Guns
Quote:
:-) Ghostdancer
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05-13-2012, 04:29 PM | #6 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Call for Playtesters: GURPS High-Tech: Adventure Guns
For what it is worth, I took the time to compile some stats on various cartridges based upon bullet weights and muzzle velocity for the various guns I needed for an old west campaign I'm running (sort of on hold while one player looks for a new location for his business). Once he's back to a normal schedule and I'm back to a normal schedule (I'm working three weekends this month alone due to a merger of sorts) - we'll resume the campaign. The stats for the cartridges were based on Doug's spreadsheet. Let mek know if you want what I have...
The cartridges range from .22bb and cb cap on up to the .56-56 Spencer Rimfire. They include various rounds such as the Krag, the Henry Flat, and various other rounds such as the ballard .32 extra long. Most damaging round in my list is the .50-140 Sharps at 6d+1, while the least damaging round that I have in the list is the .22 BB Cap at 1d-1. what I don't have is the half damage ranges or the max ranges for the various guns, nor do I have a full grasp on what the difference is between a gun using a 5" barrel versus a gun using a 7" barrel using the same bullets.
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05-13-2012, 06:45 PM | #7 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Call for Playtesters: GURPS High-Tech: Adventure Guns
FYI, there does exist an algorithm that is used to get GURPS damage numbers from muzzle velocity and caliber that Hans and David use to convert real-world stats to game values. It uses slightly more friendly numbers than mine (sqrt(KE) instead of sqrt (KE^1.04), for example) but produces self-consistent and reliable results. I've seen it, played with it a while back, and it's a fine model.
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05-13-2012, 08:59 PM | #8 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Call for Playtesters: GURPS High-Tech: Adventure Guns
Quote:
And yes, I used your values rather than that which was used officially, since I didn't have access to the actual formula. I purchased two books from Amazon.com, one being a book on colts, and one being a book on winchesters. Unfortunately, they didn't seem to have the data I was really looking for. The one book I used however, listed at its back appendix, the varying velocities for the rounds. I had to use the Cartridges of the world to fill in the blanks where I could, and used the information that was presented. On the other hand, if you guys already have all that information, then you don't need my data tables. I figured I'd try and save some effort on some of the guns. As I mentioned, I was running a campaign set in 1870, and the research I found indicated that some of the bullets were developed in 1868, 1869, and 1870. That indicated to me at least, that some of these rounds were being used in conversions, which started some time in the 1869's or so. My players are all aboard a train heading for Silverton Colorado on the Kansas Pacific, where some Marshals are transporting a prisoner back from Kansas to Colorado wanted in connection with murder of a VIP. Turns out, the prisoner is ex-Confederate raider with some men who are willing to spring him out if they can. I plan on having a few people with a pepperbox (looks like a rounded gatling gun like set of barrels) plus a remington four shot derringer, plus a few converted pistols plus a fair number of cap and ball revolvers, not to mention a few Henry's and a few yellow boy reminton rifles plus a few shotguns to boot. There seems to be a shortage of shotgun stats for that time period :(
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