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Old 03-04-2016, 01:20 PM   #51
Minuteman37
 
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Default Re: GURPS After the End 1: Wastelanders

PK, if I wanted to run an AtE game as the introductory GURPS campaign for a fresh group of players using the AtE core set and GURPS lite what if any additional content should I to bring in from GURPS basic set or other source books?
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Old 03-04-2016, 01:58 PM   #52
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Default Re: GURPS After the End 1: Wastelanders

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PK, if I wanted to run an AtE game as the introductory GURPS campaign for a fresh group of players using the AtE core set and GURPS lite what if any additional content should I to bring in from GURPS basic set or other source books?
I'd want the full Basic Set. Otherwise, the tech books give lots of useful gear.
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Old 03-04-2016, 03:52 PM   #53
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Default Re: GURPS After the End 1: Wastelanders

Oh another thing!

AtE loadouts would be nice, Gear prioritization means a lot more in a survival game then it does in other genres.


Speaking of which I think I'll go make a thread for this.
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Old 03-04-2016, 04:13 PM   #54
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Default Re: GURPS After the End 1: Wastelanders

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PK, if I wanted to run an AtE game as the introductory GURPS campaign for a fresh group of players using the AtE core set and GURPS lite what if any additional content should I to bring in from GURPS basic set or other source books?
I'm not sure that GURPS Lite would be the best way to go, since ATE does refer to several skills and other traits that don't exist in GURPS Lite. Really, I think ATE + Basic Set should be simple enough for any new group to pick up on easily enough.

If your players trust you, I'd suggest having them build their characters, then you as GM build their loadouts using just gear from the Basic Set and ATE1. In my experience, one of the hardest things for new players to do is pick the best gear without overlooking something. Plus then if you feel like fudging things here and there to give a given PC an appropriate piece of extra gear, no one is likely to notice. :)
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Old 03-04-2016, 04:33 PM   #55
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Default Re: GURPS After the End 1: Wastelanders

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Sounds like a Pyramid article . . .
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I knew it. There is a Ghostdancer quota to be met.
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He writes for bullets, which he can trade for food.
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...Which sustains him while he writes, it works well
Oh, come on, guys. I leave the thread for a single day and I get this? Y'all aint fair...

Now, if you excuse me, I need to go hunt the possum-chickens in the backyard. They keep messing with the goat-weasel pen and it's making them crazy and not give milk. Don't want no deathclaws showing up from all the racket either.

(Also, Red Writer Needs Food Badly.)
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Old 03-05-2016, 01:10 AM   #56
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Default Re: GURPS After the End 1: Wastelanders

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Originally Posted by Peter Knutsen View Post
DF2 and Action 2 are super useful supplements for all GURPS GMs, giving plenty of examples of how to make Skills and in some cases Advantages relevant during various adventuring sub-escapades.

The same is most likely true for MH2, except I haven't read that one closely, so I can't actually say it for sure.
It is true. Indeed before Thaumaturgy: RPM came out, the reason MH 1 got any action from me was RPM... but MH2 is very relevant to a lot of my games.
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Old 03-05-2016, 05:12 AM   #57
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Default Re: GURPS After the End 1: Wastelanders

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...

(Also, Red Writer Needs Food Badly.)
Quick everyone buy more copies of AtE 1!
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Old 03-05-2016, 05:48 AM   #58
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Default Re: GURPS After the End 1: Wastelanders

Pyramid 3/71 has rules for buying craft as Patrons. What do you think about using that for buying things like cars, motorcycles, etc. in an AtE campaign?
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Old 03-05-2016, 08:57 AM   #59
Raekai
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Default Re: GURPS After the End 1: Wastelanders

So, this book is great. I never got around to finally putting that out there. More than anything else, it's already a great start.

But I want to put the cart before the horse. What are the chances of seeing a Pointless Apocalypse Surviving supplement down the line? Akin to Pointless Slaying and Looting and Pointless Monster Hunting. I ran a very generic one-off session with Pointless Monster Hunting and it's a great way to introduce people to GURPS as far as I can tell. Plus, then I could mix all three of my favorite lines together: Dungeon Fantasy, Monster Hunters, and After the End*. Being able to do that would help approximate my own kitchen sink of a setting.

*I have great hope for this line.
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Old 03-05-2016, 11:40 AM   #60
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Default Re: GURPS After the End 1: Wastelanders

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Pyramid 3/71 has rules for buying craft as Patrons. What do you think about using that for buying things like cars, motorcycles, etc. in an AtE campaign?
Seems fairly reasonable. Assuming 'constantly available', you could get a fairly good bike or an almost broken down jeep for 12 points, a good jeep or a battered truck for 20 points and a battered sports car or SUV for 40 points.
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