04-11-2016, 10:19 AM | #61 |
Join Date: Nov 2009
Location: GMT-5
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Re: GURPS After the End 2: The New World
OK. Give it to me straight:
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04-11-2016, 10:32 AM | #62 | |
Join Date: Aug 2004
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Re: GURPS After the End 2: The New World
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The rest you may already be using rules for. The preview on W23 has the table of contents, see if anything grabs you. I think the invention rules are the most generalizable (new word!). The quick rules on Climate, Disease, and Nanotech are good if you dont already have something for that (Climate from DF 16 for example). If money is tight, and those things are not applicable, hold off. But I agre with your broad points: PK writes good stuff, and this is some of that good stuff. So I recommend it.
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My GURPS stuff |
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04-11-2016, 10:37 AM | #63 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS After the End 2: The New World
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Some light rules for streamlined combat, travel, social-fu, hacking, infiltration.. Mostly duplicated by Action 2, which I think is a more useful "rules light-ish caper supplement". 20 pages of various hazards (toxic waste, chemical weapons, old bombs, minefields, climate, disease, radiation) and enemies (ganger, mutants, nanotech, paramilitaries, bots, and zombies, 2-3 entries per). I think that if you have DF16 and Action2, the useful bits here are the invention/upgrade/repair section, the " crumbling ruin exploration" section, and some of the environmental hazards. If you don't have DF16, add the general trekking and foraging rules. If you really hate coming up with enemy stat blocks the enemies are a bit useful, though if you're mostly facing human opposition in your games Action4 is probably better for throwing together different NPCs as threats. |
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04-11-2016, 12:17 PM | #64 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 2: The New World
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So I'm considering declaring this -- let me know what you think: 1. In "Simple Modifications," noting that one should also use these rules for inventions that are so simple that conceptually, using "junk" as the "one part" makes sense. Normal arrows would be an obvious example. 2. Quick Gadgeteers still halve the time, but others move up "one step" in speed -- inventors use the Gadgeteer speed, Gadgeteers use the Quick Gadgeteer speed.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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04-11-2016, 02:27 PM | #65 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: GURPS After the End 2: The New World
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This is what I was thinking too! :D |
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04-11-2016, 04:00 PM | #66 | |||||||||
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: GURPS After the End 2: The New World
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Smilie! Smilie! I will, as I said, happily take the discussion elsewhere after this. More seriously- *crunches some numbers*... If I'm understanding you correctly, yes, assuming that you have the semiprepared parts (as I think we are) an average of 35 minutes to bash an arrow together sounds reasonable. At least for someone with some idea of what he's doing, and a little muscle memory. When making primitive arrows there can be a lot of time spent waiting for the adhesive or sinew to dry, though. Well, all of that with the caveat that I'm still not groking the tool quality/workshop thing. It just hurts my head. And great minds do indeed think alike- I had considered something similar.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 04-11-2016 at 04:59 PM. |
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04-11-2016, 05:25 PM | #67 | |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: GURPS After the End 2: The New World
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Not sure what you mean, Reign of steel is an effect becouse the old world did possess robots and AI, but after the other effects took root things broke down and went into a state of disrepair. Now the robots have their own agenda. |
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04-11-2016, 05:31 PM | #68 | |
Join Date: May 2009
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Re: GURPS After the End 2: The New World
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Spoiler:
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04-12-2016, 01:48 AM | #69 | |||||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 2: The New World
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But first I want to make it clear that I tore down the Basic Set rules and rebuilt them for this series; I do not and will not promise full compatibility between them. So please don't bring assumptions from the former into the latter; if something (a modifier or specific rule from the Basic Set) feels like it should fit into the ATE rules but you don't know how, just ask and I'll be happy to help. Quote:
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If you have questions about the ATE invention rules on their own, that is totally on-topic for this thread. Quote:
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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04-12-2016, 07:36 PM | #70 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS After the End 2: The New World
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The closest I think you're going to find is this line: "It’s important to choose a robust-but-modest selection of elements that make sense together." Which is pretty ambiguous (but I agree, More Than Half Of The Secondary Effects and All But One Of The Hazards is over-the-top*). * Though the ATE campaign I was doodling up is striking similar in numbers if not with different Effects and Hazards (I too have 5 Effects and 8 Hazards, though some are meant for later in the campaign and the PCs are warned of them at Chargen). |
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after the end |
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